3THREE.NormalBlending=1;
THREE.AdditiveBlending=2;
THREE.SubtractiveBlending=3;
THREE.MultiplyBlending=4;
THREE.CustomBlending=5;
THREE.AddEquation=100;
THREE.SubtractEquation=101;
THREE.ReverseSubtractEquation=102;
THREE.ZeroFactor=200;
THREE.OneFactor=201;
THREE.SrcColorFactor=202;
THREE.OneMinusSrcColorFactor=203;
THREE.SrcAlphaFactor=204;
THREE.OneMinusSrcAlphaFactor=205;
THREE.DstAlphaFactor=206;
THREE.OneMinusDstAlphaFactor=207;
THREE.DstColorFactor=208;
THREE.OneMinusDstColorFactor=209;
4THREE.SrcAlphaSaturateFactor=210;
THREE.MultiplyOperation=0;
THREE.MixOperation=1;
THREE.AddOperation=2;
THREE.UVMapping=
function(){};
THREE.CubeReflectionMapping=
function(){};
THREE.CubeRefractionMapping=
function(){};
THREE.SphericalReflectionMapping=
function(){};
THREE.SphericalRefractionMapping=
function(){};
THREE.RepeatWrapping=1
E3;
THREE.ClampToEdgeWrapping=1001;
THREE.MirroredRepeatWrapping=1002;
THREE.NearestFilter=1003;
THREE.NearestMipMapNearestFilter=1004;
THREE.NearestMipMapLinearFilter=1005;
5THREE.LinearFilter=1006;
THREE.LinearMipMapNearestFilter=1007;
THREE.LinearMipMapLinearFilter=1008;
THREE.UnsignedByteType=1009;
THREE.ByteType=1010;
THREE.ShortType=1011;
THREE.UnsignedShortType=1012;
THREE.IntType=1013;
THREE.UnsignedIntType=1014;
THREE.FloatType=1015;
THREE.UnsignedShort4444Type=1016;
THREE.UnsignedShort5551Type=1017;
THREE.UnsignedShort565Type=1018;
THREE.AlphaFormat=1019;
THREE.RGBFormat=1020;
THREE.RGBAFormat=1021;
THREE.LuminanceFormat=1022;
THREE.LuminanceAlphaFormat=1023;
7THREE.Color.prototype={
constructor:
THREE.Color,
r:1,
g:1,
b:1,
set:
function(
a){
a instanceof THREE.Color?this.
copy(
a):
"number"===
typeof a?this.
setHex(
a):
"string"===
typeof a&&this.
setStyle(
a);
return this},
setHex:
function(
a){
a=
Math.floor(
a);this.
r=(
a>>16&255)/255;this.
g=(
a>>8&255)/255;this.
b=(
a&255)/255;
return this},
setRGB:
function(
a,
b,
c){this.
r=
a;this.
g=
b;this.b=
c;
return this},
setHSL:
function(
a,
b,
c){
if(0===
b)this.
r=this.
g=this.b=
c;
else{
var d=
function(
a,
b,
c){0>
c&&(
c+=1);1<
c&&(
c-=1);
return c<1/6?
a+6*(
b-
a)*
8c:0.5>
c?
b:
c<2/3?
a+6*(
b-
a)*(2/3-
c):
a};
b=0.5>=
c?
c*(1+
b):
c+
b-
c*
b;
c=2*
c-
b;this.
r=
d(c,
b,
a+1/3);this.
g=
d(c,
b,
a);this.b=
d(
c,
b,
a-1/3)}
return this},
setStyle:
function(
a){
if(/^
rgb\((\
d+), ?(\
d+), ?(\
d+)\)
$/
i.test(
a))
return a=/^
rgb\((\
d+), ?(\
d+), ?(\
d+)\)
$/
i.exec(
a),this.
r=
Math.min(255,
parseInt(
a[1],10))/255,this.
g=
Math.min(255,
parseInt(
a[2],10))/255,this.b=
Math.min(255,
parseInt(
a[3],10))/255,
this;
if(/^
rgb\((\
d+)\%, ?(\
d+)\%, ?(\
d+)\%\)
$/
i.test(
a))
return a=/^
rgb\((\
d+)\%, ?(\
d+)\%, ?(\
d+)\%\)
$/
i.exec(
a),this.
r=
9Math.min(100,
parseInt(
a[1],10))/100,this.
g=
Math.min(100,
parseInt(
a[2],10))/100,this.b=
Math.min(100,
parseInt(
a[3],10))/100,
this;
if(/^\#([0-9
a-
f]{6})
$/
i.test(
a))
return a=/^\#([0-9
a-
f]{6})
$/
i.exec(
a),this.
setHex(
parseInt(
a[1],16)),
this;
if(/^\#([0-9
a-
f])([0-9
a-
f])([0-9
a-
f])
$/
i.test(
a))
return a=/^\#([0-9
a-
f])([0-9
a-
f])([0-9
a-
f])
$/
i.exec(
a),this.
setHex(
parseInt(
a[1]+
a[1]+
a[2]+
a[2]+
a[3]+
a[3],16)),
this;
if(/^(\
w+)
$/
i.test(
a))
return this.
setHex(
THREE.ColorKeywords[
a]),
this},
copy:
function(
a){this.
r=
a.r;this.
g=
118^255*this.b<<0},
getHexString:
function(){
return(
"000000"+this.
getHex().toString(16)).
slice(-6)},
getHSL:
function(
a){
a=
a||{
h:0,
s:0,
l:0};
var b=this.
r,
c=this.
g,
d=this.
b,
e=
Math.max(b,
c,
d),
f=
Math.min(
b,
c,
d),
g,
h=(
f+
e)/2;
if(
f===
e)
f=
g=0;
else{
var k=
e-
f,
f=0.5>=
h?
k/(
e+
f):
k/(2-
e-
f);
switch(
e){
case b:
g=(
c-
d)/
k+(
c<
d?6:0);
break;
case c:
g=(
d-
b)/
k+2;
break;
case d:
g=(
b-
c)/
k+4}
g/=6}
a.h=
g;
a.s=
f;
a.l=
h;
return a},
getStyle:
function(){
return"rgb("+(255*this.
r|0)+
","+(255*this.
g|0)+
","+(255*this.b|0)+
")"},
offsetHSL:
function(
a,
12b,
c){
var d=this.
getHSL();d.h+=
a;
d.s+=
b;
d.l+=
c;this.
setHSL(d.h,
d.s,
d.l);
return this},
add:
function(
a){this.
r+=
a.r;this.
g+=
a.g;this.b+=
a.b;
return this},
addColors:
function(
a,
b){this.
r=
a.r+b.r;this.
g=
a.g+b.g;this.b=
a.b+
b.b;
return this},
addScalar:
function(
a){this.
r+=
a;this.
g+=
a;this.b+=
a;
return this},
multiply:
function(
a){this.
r*=
a.r;this.
g*=
a.g;this.b*=
a.b;
return this},
multiplyScalar:
function(
a){this.
r*=
a;this.
g*=
a;this.b*=
a;
return this},
lerp:
function(
a,
b){this.
r+=(
a.r-this.
r)*b;this.
g+=(
a.g-this.
g)*b;
13this.b+=(
a.b-this.
b)*b;
return this},
equals:
function(
a){
return a.r===this.
r&&
a.g===this.
g&&
a.b===this.b},
fromArray:
function(
a){this.
r=
a[0];this.
g=
a[1];this.b=
a[2];
return this},
toArray:
function(){
return[this.
r,this.
g,this.
b]},
clone:
function(){
return(
new THREE.Color).setRGB(this.
r,this.
g,this.b)}};
14THREE.ColorKeywords={
aliceblue:15792383,
antiquewhite:16444375,
aqua:65535,
aquamarine:8388564,
azure:15794175,
beige:16119260,
bisque:16770244,
black:0,
blanchedalmond:16772045,
blue:255,
blueviolet:9055202,
brown:10824234,
burlywood:14596231,
cadetblue:6266528,
chartreuse:8388352,
chocolate:13789470,
coral:16744272,
cornflowerblue:6591981,
cornsilk:16775388,
crimson:14423100,
cyan:65535,
darkblue:139,
darkcyan:35723,
darkgoldenrod:12092939,
darkgray:11119017,
darkgreen:25600,
darkgrey:11119017,
darkkhaki:12433259,
darkmagenta:9109643,
15darkolivegreen:5597999,
darkorange:16747520,
darkorchid:10040012,
darkred:9109504,
darksalmon:15308410,
darkseagreen:9419919,
darkslateblue:4734347,
darkslategray:3100495,
darkslategrey:3100495,
darkturquoise:52945,
darkviolet:9699539,
deeppink:16716947,
deepskyblue:49151,
dimgray:6908265,
dimgrey:6908265,
dodgerblue:2003199,
firebrick:11674146,
floralwhite:16775920,
forestgreen:2263842,
fuchsia:16711935,
gainsboro:14474460,
ghostwhite:16316671,
gold:16766720,
goldenrod:14329120,
gray:8421504,
green:32768,
greenyellow:11403055,
16grey:8421504,
honeydew:15794160,
hotpink:16738740,
indianred:13458524,
indigo:4915330,
ivory:16777200,
khaki:15787660,
lavender:15132410,
lavenderblush:16773365,
lawngreen:8190976,
lemonchiffon:16775885,
lightblue:11393254,
lightcoral:15761536,
lightcyan:14745599,
lightgoldenrodyellow:16448210,
lightgray:13882323,
lightgreen:9498256,
lightgrey:13882323,
lightpink:16758465,
lightsalmon:16752762,
lightseagreen:2142890,
lightskyblue:8900346,
lightslategray:7833753,
lightslategrey:7833753,
lightsteelblue:11584734,
lightyellow:16777184,
17lime:65280,
limegreen:3329330,
linen:16445670,
magenta:16711935,
maroon:8388608,
mediumaquamarine:6737322,
mediumblue:205,
mediumorchid:12211667,
mediumpurple:9662683,
mediumseagreen:3978097,
mediumslateblue:8087790,
mediumspringgreen:64154,
mediumturquoise:4772300,
mediumvioletred:13047173,
midnightblue:1644912,
mintcream:16121850,
mistyrose:16770273,
moccasin:16770229,
navajowhite:16768685,
navy:128,
oldlace:16643558,
olive:8421376,
olivedrab:7048739,
orange:16753920,
orangered:16729344,
orchid:14315734,
palegoldenrod:15657130,
18palegreen:10025880,
paleturquoise:11529966,
palevioletred:14381203,
papayawhip:16773077,
peachpuff:16767673,
peru:13468991,
pink:16761035,
plum:14524637,
powderblue:11591910,
purple:8388736,
red:16711680,
rosybrown:12357519,
royalblue:4286945,
saddlebrown:9127187,
salmon:16416882,
sandybrown:16032864,
seagreen:3050327,
seashell:16774638,
sienna:10506797,
silver:12632256,
skyblue:8900331,
slateblue:6970061,
slategray:7372944,
slategrey:7372944,
snow:16775930,
springgreen:65407,
steelblue:4620980,
tan:13808780,
teal:32896,
thistle:14204888,
19tomato:16737095,
turquoise:4251856,
violet:15631086,
wheat:16113331,
white:16777215,
whitesmoke:16119285,
yellow:16776960,
yellowgreen:10145074};
THREE.Quaternion=
function(
a,
b,
c,
d){this.
_x=
a||0;this.
_y=
b||0;this.
_z=
c||0;this.
_w=
void 0!==
d?
d:1};
20THREE.Quaternion.prototype={
constructor:
THREE.Quaternion,
_x:0,
_y:0,
_z:0,
_w:0,
get x(){
return this.
_x},
set x(
a){this.
_x=
a;this.
onChangeCallback()},
get y(){
return this.
_y},
set y(
a){this.
_y=
a;this.
onChangeCallback()},
get z(){
return this.
_z},
set z(
a){this.
_z=
a;this.
onChangeCallback()},
get w(){
return this.
_w},
set w(
a){this.
_w=
a;this.
onChangeCallback()},
set:
function(
a,
b,
c,
d){this.
_x=
a;this.
_y=
b;this.
_z=
c;this.
_w=
d;this.
onChangeCallback();
return this},
copy:
function(
a){this.
_x=
a.x;this.
_y=
a.y;this.
_z=
a.z;
21this.
_w=
a.w;this.
onChangeCallback();
return this},
setFromEuler:
function(
a,
b){
if(!1===
a instanceof THREE.Euler)
throw Error(
"THREE.Quaternion: .setFromEuler() now expects a Euler rotation rather than a Vector3 and order.");
var c=
Math.cos(
a._x/2),
d=
Math.cos(
a._y/2),
e=
Math.cos(
a._z/2),
f=
Math.sin(
a._x/2),
g=
Math.sin(
a._y/2),
h=
Math.sin(
a._z/2);
"XYZ"===
a.order?(this.
_x=
f*
d*
e+c*
g*
h,this.
_y=c*
g*
e-
f*
d*
h,this.
_z=c*
d*
h+
f*
g*
e,this.
_w=c*
d*
e-
f*
g*
h):
"YXZ"===
a.
order?(
this.
_x=
f*
d*
e+
c*
g*
h,
this.
_y=
c*
g*
e-
f*
d*
h,
this.
_z=
22c*
d*
h-
f*
g*
e,
this.
_w=
c*
d*
e+
f*
g*
h):
"ZXY"===
a.
order?(
this.
_x=
f*
d*
e-
c*
g*
h,
this.
_y=
c*
g*
e+
f*
d*
h,
this.
_z=
c*
d*
h+
f*
g*
e,
this.
_w=
c*
d*
e-
f*
g*
h):
"ZYX"===
a.
order?(
this.
_x=
f*
d*
e-
c*
g*
h,
this.
_y=
c*
g*
e+
f*
d*
h,
this.
_z=
c*
d*
h-
f*
g*
e,
this.
_w=
c*
d*
e+
f*
g*
h):
"YZX"===
a.
order?(
this.
_x=
f*
d*
e+
c*
g*
h,
this.
_y=
c*
g*
e+
f*
d*
h,
this.
_z=
c*
d*
h-
f*
g*
e,
this.
_w=
c*
d*
e-
f*
g*
h):
"XZY"===
a.
order&&(
this.
_x=
f*
d*
e-
c*
g*
h,
this.
_y=
c*
g*
e-
f*
d*
h,
this.
_z=
c*
d*
h+
f*
g*
e,
this.
_w=
c*
d*
e+
f*
g*
h);
if(!1!==
b)this.
onChangeCallback();
return this},
setFromAxisAngle:
function(
a,
23b){
var c=
b/2,
d=
Math.sin(
c);this.
_x=
a.x*
d;this._y=
a.y*
d;this._z=
a.z*
d;this._w=
Math.cos(
c);this.
onChangeCallback();
return this},
setFromRotationMatrix:
function(
a){
var b=
a.elements,
c=
b[0];
a=
b[4];
var d=
b[8],
e=
b[1],
f=
b[5],
g=
b[9],
h=
b[2],
k=
b[6],
b=
b[10],
l=
c+
f+
b;0<
l?(
c=0.5/
Math.sqrt(
l+1),this._w=0.25/
c,this.
_x=(k-
g)*
c,this._y=(
d-
h)*
c,this._z=(
e-
a)*
c):
c>
f&&
c>
b?(
c=2*
Math.
sqrt(1+
c-
f-
b),
this.
_w=(
k-
g)/
c,
this.
_x=0.25*
c,
this.
_y=(
a+
e)/
c,
this.
_z=(
d+
h)/
c):
f>
b?(
c=2*
Math.
sqrt(1+
f-
c-
b),
this.
_w=(
d-
h)/
c,
this.
_x=(
a+
e)/
c,
this.
_y=
240.25*
c,
this.
_z=(
g+
k)/
c):(
c=2*
Math.
sqrt(1+
b-
c-
f),
this.
_w=(
e-
a)/
c,
this.
_x=(
d+
h)/
c,
this.
_y=(
g+
k)/
c,
this.
_z=0.25*
c);this.
onChangeCallback();
return this},
setFromUnitVectors:
function(){
var a,
b;
return function(
c,
d){
void 0===a&&(
a=
new THREE.Vector3);
b=
c.dot(
d)+1;1
E-6>
b?(
b=0,
Math.abs(
c.x)>
Math.abs(
c.z)?
a.set(-
c.y,
c.x,0):
a.set(0,-
c.z,
c.y)):
a.
crossVectors(
c,
d);this._x=
a.x;this._y=
a.y;this._z=
a.z;this._w=
b;this.
normalize();
return this}}(),
inverse:
function(){this.
conjugate().normalize();
return this},
conjugate:
function(){this._x*=
25-1;this._y*=-1;this._z*=-1;this.
onChangeCallback();
return this},
dot:
function(
a){
return this._x*
a._x+this._y*
a._y+this._z*
a._z+this._w*
a._w},
lengthSq:
function(){
return this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w},
length:
function(){
return Math.sqrt(this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w)},
normalize:
function(){
var a=this.
length();0===a?(this._z=this._y=this._x=0,this._w=1):(
a=1/
a,
this.
_x*=
a,
this.
_y*=
a,
this.
_z*=
a,
this.
_w*=
a);this.
onChangeCallback();
return this},
26multiply:
function(
a,
b){
return void 0!==b?(
console.warn(
"THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead."),this.
multiplyQuaternions(a,
b)):
this.
multiplyQuaternions(
this,
a)},
multiplyQuaternions:
function(
a,
b){
var c=
a._x,
d=
a._y,
e=
a._z,
f=
a._w,
g=
b._x,
h=
b._y,
k=
b._z,
l=
b._w;this._x=
c*
l+
f*
g+
d*
k-
e*
h;this._y=
d*
l+
f*
h+
e*
g-
c*
k;this._z=
e*
l+
f*
k+
c*
h-
d*
g;this._w=
f*
l-
c*
g-
d*
h-
e*
k;this.
onChangeCallback();
return this},
multiplyVector3:
function(
a){
console.warn(
"THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.");
27return a.applyQuaternion(
this)},
slerp:
function(
a,
b){
var c=this.
_x,d=this.
_y,e=this.
_z,f=this.
_w,g=
f*
a._w+
c*
a._x+
d*
a._y+
e*
a._z;0>
g?(this._w=-
a._w,this._x=-
a._x,this._y=-
a._y,this._z=-
a._z,
g=-
g):
this.
copy(
a);
if(1<=
g)
return this._w=
f,this._x=
c,this._y=
d,this._z=
e,
this;
var h=
Math.acos(
g),
k=
Math.sqrt(1-
g*
g);
if(0.001>
Math.abs(
k))
return this._w=0.5*(
f+this.
_w),this._x=0.5*(
c+this._x),this._y=0.5*(
d+this.
_y),this._z=0.5*(
e+this._z),
this;
g=
Math.sin((1-
b)*
h)/
k;
h=
Math.sin(
b*
h)/
k;this._w=
f*
g+this._w*
h;this._x=
28c*
g+this._x*
h;this._y=
d*
g+this._y*
h;this._z=
e*
g+this._z*
h;this.
onChangeCallback();
return this},
equals:
function(
a){
return a._x===this._x&&
a._y===this._y&&
a._z===this._z&&
a._w===this._w},
fromArray:
function(
a){this._x=
a[0];this._y=
a[1];this._z=
a[2];this._w=
a[3];this.
onChangeCallback();
return this},
toArray:
function(){
return[this.
_x,this.
_y,this.
_z,this.
_w]},
onChange:
function(
a){this.
onChangeCallback=
a;
return this},
onChangeCallback:
function(){},
clone:
function(){
return new THREE.Quaternion(this._x,this._y,
29this._z,this._w)}};
THREE.Quaternion.slerp=
function(
a,
b,
c,
d){
return c.copy(
a).slerp(
b,
d)};
THREE.Vector2=
function(
a,
b){this.
x=a||0;this.
y=b||0};
30THREE.Vector2.prototype={
constructor:
THREE.Vector2,
set:
function(
a,
b){this.
x=
a;this.
y=
b;
return this},
setX:
function(
a){this.
x=
a;
return this},
setY:
function(
a){this.
y=
a;
return this},
setComponent:
function(
a,
b){
switch(a){
case 0:this.
x=
b;
break;
case 1:this.
y=
b;
break;
default:
throw Error(
"index is out of range: "+a);}},
getComponent:
function(
a){
switch(
a){
case 0:
return this.
x;
case 1:
return this.
y;
default:
throw Error(
"index is out of range: "+a);}},
copy:
function(
a){this.
x=a.x;this.
y=a.y;
return this},
add:
function(
a,
31b){
if(
void 0!==
b)
return console.warn(
"THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.
addVectors(a,
b);this.
x+=a.x;this.
y+=a.y;
return this},
addVectors:
function(
a,
b){this.
x=a.x+
b.x;this.
y=a.y+
b.y;
return this},
addScalar:
function(
a){this.
x+=
a;this.
y+=
a;
return this},
sub:
function(
a,
b){
if(
void 0!==b)
return console.warn(
"THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.
subVectors(a,
b);this.
x-=a.x;this.
y-=a.y;
return this},
32subVectors:
function(
a,
b){this.
x=a.x-
b.x;this.
y=a.y-
b.y;
return this},
multiply:
function(
a){this.
x*=a.x;this.
y*=a.y;
return this},
multiplyScalar:
function(
a){this.
x*=
a;this.
y*=
a;
return this},
divide:
function(
a){this.
x/=a.x;this.
y/=a.y;
return this},
divideScalar:
function(
a){0!==
a?(
a=1/
a,this.
x*=
a,this.
y*=
a):
this.y=
this.
x=0;
return this},
min:
function(
a){this.
x>a.x&&(this.
x=a.x);this.
y>a.y&&(this.
y=a.y);
return this},
max:
function(
a){this.
x<a.x&&(this.
x=a.x);this.
y<a.y&&(this.
y=a.y);
return this},
clamp:
function(
a,
33b){this.
x<a.x?this.
x=a.x:this.
x>b.x&&(this.
x=b.x);this.
y<a.y?this.
y=a.y:this.
y>b.y&&(this.
y=b.y);
return this},
clampScalar:
function(){
var a,
b;
return function(
c,
d){
void 0===
a&&(
a=
new THREE.Vector2,
b=
new THREE.Vector2);
a.set(
c,
c);
b.set(
d,
d);
return this.
clamp(a,
b)}}(),
floor:
function(){this.
x=
Math.floor(this.
x);this.
y=
Math.floor(this.
y);
return this},
ceil:
function(){this.
x=
Math.ceil(this.
x);this.
y=
Math.ceil(this.
y);
return this},
round:
function(){this.
x=
Math.round(this.
x);this.
y=
Math.round(this.
y);
return this},
35this.
x-a.x;
a=this.
y-a.y;
return b*
b+
a*
a},
setLength:
function(
a){
var b=this.
length();0!==b&&
a!==
b&&this.
multiplyScalar(a/
b);
return this},
lerp:
function(
a,
b){this.
x+=(a.x-this.
x)*b;this.
y+=(a.y-this.
y)*b;
return this},
equals:
function(
a){
return a.x===this.
x&&a.y===this.
y},
fromArray:
function(
a){this.
x=a[0];this.
y=a[1];
return this},
toArray:
function(){
return[this.
x,this.
y]},
clone:
function(){
return new THREE.Vector2(this.
x,this.
y)}};
THREE.Vector3=
function(
a,
b,
c){this.
x=a||0;this.
y=b||0;this.
z=c||0};
36THREE.Vector3.prototype={
constructor:
THREE.Vector3,
set:
function(
a,
b,
c){this.
x=
a;this.
y=
b;this.
z=
c;
return this},
setX:
function(
a){this.
x=
a;
return this},
setY:
function(
a){this.
y=
a;
return this},
setZ:
function(
a){this.
z=
a;
return this},
setComponent:
function(
a,
b){
switch(a){
case 0:this.
x=
b;
break;
case 1:this.
y=
b;
break;
case 2:this.
z=
b;
break;
default:
throw Error(
"index is out of range: "+a);}},
getComponent:
function(
a){
switch(
a){
case 0:
return this.
x;
case 1:
return this.
y;
case 2:
return this.
z;
default:
throw Error(
"index is out of range: "+
37a);}},
copy:
function(
a){this.
x=a.x;this.
y=a.y;this.
z=a.z;
return this},
add:
function(
a,
b){
if(
void 0!==
b)
return console.warn(
"THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.
addVectors(a,
b);this.
x+=a.x;this.
y+=a.y;this.
z+=a.z;
return this},
addScalar:
function(
a){this.
x+=
a;this.
y+=
a;this.
z+=
a;
return this},
addVectors:
function(
a,
b){this.
x=a.x+
b.x;this.
y=a.y+
b.y;this.
z=a.z+
b.z;
return this},
sub:
function(
a,
b){
if(
void 0!==
b)
return console.warn(
"THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),
38this.
subVectors(a,
b);this.
x-=a.x;this.
y-=a.y;this.
z-=a.z;
return this},
subVectors:
function(
a,
b){this.
x=a.x-
b.x;this.
y=a.y-
b.y;this.
z=a.z-
b.z;
return this},
multiply:
function(
a,
b){
if(
void 0!==
b)
return console.warn(
"THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead."),this.
multiplyVectors(a,
b);this.
x*=a.x;this.
y*=a.y;this.
z*=a.z;
return this},
multiplyScalar:
function(
a){this.
x*=
a;this.
y*=
a;this.
z*=
a;
return this},
multiplyVectors:
function(
a,
b){this.
x=a.x*
b.x;this.
y=
41(a[2]*
b+
a[6]*
c+
a[10]*
d+
a[14])*
e;
return this},
applyQuaternion:
function(
a){
var b=this.
x,c=this.
y,d=this.
z,e=
a.x,
f=
a.y,
g=
a.z;
a=
a.w;
var h=
a*
b+
f*
d-
g*
c,
k=
a*
c+
g*
b-
e*
d,
l=
a*
d+
e*
c-
f*
b,
b=-
e*
b-
f*
c-
g*
d;this.
x=h*
a+
b*-
e+
k*-
g-
l*-
f;this.
y=k*
a+
b*-
f+
l*-
e-
h*-
g;this.
z=l*
a+
b*-
g+
h*-
f-
k*-
e;
return this},
transformDirection:
function(
a){
var b=this.
x,c=this.
y,d=this.
z;a=
a.elements;this.
x=a[0]*
b+
a[4]*
c+
a[8]*
d;this.
y=a[1]*
b+
a[5]*
c+
a[9]*
d;this.
z=a[2]*
b+
a[6]*
c+
a[10]*
d;this.
normalize();
return this},
divide:
function(
a){this.
x/=a.x;
42this.
y/=a.y;this.
z/=a.z;
return this},
divideScalar:
function(
a){0!==
a?(
a=1/
a,this.
x*=
a,this.
y*=
a,this.
z*=
a):
this.z=
this.
y=
this.
x=0;
return this},
min:
function(
a){this.
x>a.x&&(this.
x=a.x);this.
y>a.y&&(this.
y=a.y);this.
z>a.z&&(this.
z=a.z);
return this},
max:
function(
a){this.
x<a.x&&(this.
x=a.x);this.
y<a.y&&(this.
y=a.y);this.
z<a.z&&(this.
z=a.z);
return this},
clamp:
function(
a,
b){this.
x<a.x?this.
x=a.x:this.
x>b.x&&(this.
x=b.x);this.
y<a.y?this.
y=a.y:this.
y>b.y&&(this.
y=b.y);this.
z<a.z?this.
z=a.z:this.
z>b.z&&(this.
z=
43b.z);
return this},
clampScalar:
function(){
var a,
b;
return function(
c,
d){
void 0===
a&&(
a=
new THREE.Vector3,
b=
new THREE.Vector3);
a.set(
c,
c,
c);
b.set(
d,
d,
d);
return this.
clamp(a,
b)}}(),
floor:
function(){this.
x=
Math.floor(this.
x);this.
y=
Math.floor(this.
y);this.
z=
Math.floor(this.
z);
return this},
ceil:
function(){this.
x=
Math.ceil(this.
x);this.
y=
Math.ceil(this.
y);this.
z=
Math.ceil(this.
z);
return this},
round:
function(){this.
x=
Math.round(this.
x);this.
y=
Math.round(this.
y);this.
z=
Math.round(this.
z);
return this},
roundToZero:
function(){this.
x=
45Math.abs(this.
z)},
normalize:
function(){
return this.
divideScalar(this.
length())},
setLength:
function(
a){
var b=this.
length();0!==b&&
a!==
b&&this.
multiplyScalar(a/
b);
return this},
lerp:
function(
a,
b){this.
x+=(a.x-this.
x)*b;this.
y+=(a.y-this.
y)*b;this.
z+=(a.z-this.
z)*b;
return this},
cross:
function(
a,
b){
if(
void 0!==
b)
return console.warn(
"THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead."),this.
crossVectors(a,
b);
var c=this.
x,d=this.
y,e=this.
z;this.
x=d*
a.z-
e*
a.y;this.
y=
46e*
a.x-
c*
a.z;this.
z=c*
a.y-
d*
a.x;
return this},
crossVectors:
function(
a,
b){
var c=
a.x,
d=
a.y,
e=
a.z,
f=
b.x,
g=
b.y,
h=
b.z;this.
x=d*
h-
e*
g;this.
y=e*
f-
c*
h;this.
z=c*
g-
d*
f;
return this},
projectOnVector:
function(){
var a,
b;
return function(
c){
void 0===
a&&(
a=
new THREE.Vector3);
a.copy(
c).normalize();
b=this.
dot(a);
return this.
copy(a).multiplyScalar(
b)}}(),
projectOnPlane:
function(){
var a;
return function(
b){
void 0===
a&&(
a=
new THREE.Vector3);
a.copy(
this).projectOnVector(
b);
return this.
sub(a)}}(),
reflect:
function(){
var a;
return function(
b){
void 0===
49b){
console.warn(
"THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().");
return this.
setFromMatrixColumn(a,
b)},
setFromMatrixPosition:
function(
a){this.
x=a.elements[12];this.
y=a.elements[13];this.
z=a.elements[14];
return this},
setFromMatrixScale:
function(
a){
var b=this.
set(a.elements[0],
a.elements[1],
a.elements[2]).
length(),
c=this.
set(a.elements[4],
a.elements[5],
a.elements[6]).
length();
a=this.
set(a.elements[8],
a.elements[9],
a.elements[10]).
length();this.
x=
b;this.
y=
c;this.
z=
50a;
return this},
setFromMatrixColumn:
function(
a,
b){
var c=4*
a,
d=
b.elements;this.
x=d[
c];this.
y=d[
c+1];this.
z=d[
c+2];
return this},
equals:
function(
a){
return a.x===this.
x&&a.y===this.
y&&a.z===this.
z},
fromArray:
function(
a){this.
x=a[0];this.
y=a[1];this.
z=a[2];
return this},
toArray:
function(){
return[this.
x,this.
y,this.
z]},
clone:
function(){
return new THREE.Vector3(this.
x,this.
y,this.
z)}};
THREE.Vector4=
function(
a,
b,
c,
d){this.
x=a||0;this.
y=b||0;this.
z=c||0;this.
w=
void 0!==d?
d:1};
51THREE.Vector4.prototype={
constructor:
THREE.Vector4,
set:
function(
a,
b,
c,
d){this.
x=
a;this.
y=
b;this.
z=
c;this.
w=
d;
return this},
setX:
function(
a){this.
x=
a;
return this},
setY:
function(
a){this.
y=
a;
return this},
setZ:
function(
a){this.
z=
a;
return this},
setW:
function(
a){this.
w=
a;
return this},
setComponent:
function(
a,
b){
switch(a){
case 0:this.
x=
b;
break;
case 1:this.
y=
b;
break;
case 2:this.
z=
b;
break;
case 3:this.
w=
b;
break;
default:
throw Error(
"index is out of range: "+a);}},
getComponent:
function(
a){
switch(
a){
case 0:
return this.
x;
52case 1:
return this.
y;
case 2:
return this.
z;
case 3:
return this.
w;
default:
throw Error(
"index is out of range: "+a);}},
copy:
function(
a){this.
x=a.x;this.
y=a.y;this.
z=a.z;this.
w=
void 0!==a.w?
a.w:1;
return this},
add:
function(
a,
b){
if(
void 0!==
b)
return console.warn(
"THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.
addVectors(a,
b);this.
x+=a.x;this.
y+=a.y;this.
z+=a.z;this.
w+=a.w;
return this},
addScalar:
function(
a){this.
x+=
a;this.
y+=
a;this.
z+=
a;this.
w+=
a;
return this},
53addVectors:
function(
a,
b){this.
x=a.x+
b.x;this.
y=a.y+
b.y;this.
z=a.z+
b.z;this.
w=a.w+
b.w;
return this},
sub:
function(
a,
b){
if(
void 0!==
b)
return console.warn(
"THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.
subVectors(a,
b);this.
x-=a.x;this.
y-=a.y;this.
z-=a.z;this.
w-=a.w;
return this},
subVectors:
function(
a,
b){this.
x=a.x-
b.x;this.
y=a.y-
b.y;this.
z=a.z-
b.z;this.
w=a.w-
b.w;
return this},
multiplyScalar:
function(
a){this.
x*=
a;this.
y*=
a;this.
z*=
a;this.
w*=
a;
return this},
applyMatrix4:
function(
a){
var b=
54this.
x,c=this.
y,d=this.
z,e=this.
w;a=
a.elements;this.
x=a[0]*
b+
a[4]*
c+
a[8]*
d+
a[12]*
e;this.
y=a[1]*
b+
a[5]*
c+
a[9]*
d+
a[13]*
e;this.
z=a[2]*
b+
a[6]*
c+
a[10]*
d+
a[14]*
e;this.
w=a[3]*
b+
a[7]*
c+
a[11]*
d+
a[15]*
e;
return this},
divideScalar:
function(
a){0!==
a?(
a=1/
a,this.
x*=
a,this.
y*=
a,this.
z*=
a,this.
w*=
a):(
this.z=
this.
y=
this.
x=0,
this.
w=1);
return this},
setAxisAngleFromQuaternion:
function(
a){this.
w=2*
Math.acos(a.w);
var b=
Math.sqrt(1-
a.w*
a.w);1
E-4>
b?(this.
x=1,this.
z=this.
y=0):(
this.x=
a.
x/
b,
this.
y=
a.
y/
b,
this.
z=
a.
z/
b);
return this},
55setAxisAngleFromRotationMatrix:
function(
a){
var b,
c,
d;
a=
a.elements;
var e=
a[0];
d=
a[4];
var f=
a[8],
g=
a[1],
h=
a[5],
k=
a[9];
c=
a[2];
b=
a[6];
var l=
a[10];
if(0.01>
Math.abs(
d-
g)&&0.01>
Math.abs(
f-
c)&&0.01>
Math.abs(
k-
b)){
if(0.1>
Math.abs(
d+
g)&&0.1>
Math.abs(
f+
c)&&0.1>
Math.abs(
k+
b)&&0.1>
Math.abs(
e+
h+
l-3))
return this.
set(1,0,0,0),
this;a=
Math.PI;
e=(
e+1)/2;
h=(
h+1)/2;
l=(
l+1)/2;
d=(
d+
g)/4;
f=(
f+
c)/4;
k=(
k+
b)/4;
e>
h&&
e>
l?0.01>
e?(
b=0,
d=
c=0.707106781):(
b=
Math.
sqrt(
e),
c=
d/
b,
d=
f/
b):
h>
l?0.01>
h?(
b=0.707106781,
c=0,
d=0.707106781):(
c=
56Math.
sqrt(
h),
b=
d/
c,
d=
k/
c):0.01>
l?(
c=
b=0.707106781,
d=0):(
d=
Math.
sqrt(
l),
b=
f/
d,
c=
k/
d);this.
set(
b,
c,
d,
a);
return this}a=
Math.sqrt((
b-
k)*(
b-
k)+(
f-
c)*(
f-
c)+(
g-
d)*(
g-
d));0.001>
Math.abs(
a)&&(
a=1);this.
x=(b-
k)/
a;this.
y=(f-
c)/
a;this.
z=(g-
d)/
a;this.
w=
Math.acos((e+
h+
l-1)/2);
return this},
min:
function(
a){this.
x>a.x&&(this.
x=a.x);this.
y>a.y&&(this.
y=a.y);this.
z>a.z&&(this.
z=a.z);this.
w>a.w&&(this.
w=a.w);
return this},
max:
function(
a){this.
x<a.x&&(this.
x=a.x);this.
y<a.y&&(this.
y=a.y);this.
z<a.z&&(this.
z=a.z);this.
w<
57a.w&&(this.
w=a.w);
return this},
clamp:
function(
a,
b){this.
x<a.x?this.
x=a.x:this.
x>b.x&&(this.
x=b.x);this.
y<a.y?this.
y=a.y:this.
y>b.y&&(this.
y=b.y);this.
z<a.z?this.
z=a.z:this.
z>b.z&&(this.
z=b.z);this.
w<a.w?this.
w=a.w:this.
w>b.w&&(this.
w=b.w);
return this},
clampScalar:
function(){
var a,
b;
return function(
c,
d){
void 0===
a&&(
a=
new THREE.Vector4,
b=
new THREE.Vector4);
a.set(
c,
c,
c,
c);
b.set(
d,
d,
d,
d);
return this.
clamp(a,
b)}}(),
floor:
function(){this.
x=
Math.floor(this.
x);this.
y=
Math.floor(this.
y);this.
z=
Math.floor(this.
z);
60setLength:
function(
a){
var b=this.
length();0!==b&&
a!==
b&&this.
multiplyScalar(a/
b);
return this},
lerp:
function(
a,
b){this.
x+=(a.x-this.
x)*b;this.
y+=(a.y-this.
y)*b;this.
z+=(a.z-this.
z)*b;this.
w+=(a.w-this.
w)*b;
return this},
equals:
function(
a){
return a.x===this.
x&&a.y===this.
y&&a.z===this.
z&&a.w===this.
w},
fromArray:
function(
a){this.
x=a[0];this.
y=a[1];this.
z=a[2];this.
w=a[3];
return this},
toArray:
function(){
return[this.
x,this.
y,this.
z,this.
w]},
clone:
function(){
return new THREE.Vector4(this.
x,this.
y,this.
z,
61this.
w)}};
THREE.Euler=
function(
a,
b,
c,
d){this._x=
a||0;this._y=
b||0;this._z=
c||0;this.
_order=d||
THREE.Euler.DefaultOrder};
THREE.Euler.RotationOrders=
"XYZ YZX ZXY XZY YXZ ZYX".split(
" ");
THREE.Euler.DefaultOrder=
"XYZ";
62THREE.Euler.prototype={
constructor:
THREE.Euler,
_x:0,
_y:0,
_z:0,
_order:
THREE.Euler.DefaultOrder,
get x(){
return this._x},
set x(
a){this._x=
a;this.
onChangeCallback()},
get y(){
return this._y},
set y(
a){this._y=
a;this.
onChangeCallback()},
get z(){
return this._z},
set z(
a){this._z=
a;this.
onChangeCallback()},
get order(){
return this.
_order},
set order(a){this.
_order=
a;this.
onChangeCallback()},
set:
function(
a,
b,
c,
d){this._x=
a;this._y=
b;this._z=
c;this.
_order=d||this.
_order;this.
onChangeCallback();
return this},
copy:
function(
a){this._x=
63a._x;this._y=
a._y;this._z=
a._z;this.
_order=a._order;this.
onChangeCallback();
return this},
setFromRotationMatrix:
function(
a,
b){
var c=
THREE.Math.clamp,
d=
a.elements,
e=
d[0],
f=
d[4],
g=
d[8],
h=
d[1],
k=
d[5],
l=
d[9],
n=
d[2],
q=
d[6],
d=
d[10];
b=
b||this.
_order;
"XYZ"===b?(this._y=
Math.asin(
c(
g,-1,1)),0.99999>
Math.abs(
g)?(this._x=
Math.atan2(-
l,
d),this._z=
Math.atan2(-
f,
e)):(
this.
_x=
Math.
atan2(
q,
k),
this.
_z=0)):
"YXZ"===
b?(
this.
_x=
Math.
asin(-
c(
l,-1,1)),0.99999>
Math.
abs(
l)?(
this.
_y=
Math.
atan2(
g,
d),
this.
_z=
Math.
atan2(
h,
k)):
64(
this.
_y=
Math.
atan2(-
n,
e),
this.
_z=0)):
"ZXY"===
b?(
this.
_x=
Math.
asin(
c(
q,-1,1)),0.99999>
Math.
abs(
q)?(
this.
_y=
Math.
atan2(-
n,
d),
this.
_z=
Math.
atan2(-
f,
k)):(
this.
_y=0,
this.
_z=
Math.
atan2(
h,
e))):
"ZYX"===
b?(
this.
_y=
Math.
asin(-
c(
n,-1,1)),0.99999>
Math.
abs(
n)?(
this.
_x=
Math.
atan2(
q,
d),
this.
_z=
Math.
atan2(
h,
e)):(
this.
_x=0,
this.
_z=
Math.
atan2(-
f,
k))):
"YZX"===
b?(
this.
_z=
Math.
asin(
c(
h,-1,1)),0.99999>
Math.
abs(
h)?(
this.
_x=
Math.
atan2(-
l,
k),
this.
_y=
Math.
atan2(-
n,
e)):(
this.
_x=0,
this.
_y=
Math.
atan2(
g,
d))):
"XZY"===
b?(
this.
_z=
65Math.
asin(-
c(
f,-1,1)),0.99999>
Math.
abs(
f)?(
this.
_x=
Math.
atan2(
q,
k),
this.
_y=
Math.
atan2(
g,
e)):(
this.
_x=
Math.
atan2(-
l,
d),
this.
_y=0)):
console.
warn(
"THREE.Euler: .setFromRotationMatrix() given unsupported order: "+
b);this.
_order=
b;this.
onChangeCallback();
return this},
setFromQuaternion:
function(
a,
b,
c){
var d=
THREE.Math.clamp,
e=
a.x*
a.x,
f=
a.y*
a.y,
g=
a.z*
a.z,
h=
a.w*
a.w;
b=
b||this.
_order;
"XYZ"===b?(this._x=
Math.atan2(2*(
a.x*
a.w-
a.y*
a.z),
h-
e-
f+
g),this._y=
Math.asin(
d(2*(
a.x*
a.z+
a.y*
a.w),-1,1)),this._z=
Math.atan2(2*
66(
a.z*
a.w-
a.x*
a.y),
h+
e-
f-
g)):
"YXZ"===
b?(
this.
_x=
Math.
asin(
d(2*(
a.
x*
a.
w-
a.
y*
a.
z),-1,1)),
this.
_y=
Math.
atan2(2*(
a.
x*
a.
z+
a.
y*
a.
w),
h-
e-
f+
g),
this.
_z=
Math.
atan2(2*(
a.
x*
a.
y+
a.
z*
a.
w),
h-
e+
f-
g)):
"ZXY"===
b?(
this.
_x=
Math.
asin(
d(2*(
a.
x*
a.
w+
a.
y*
a.
z),-1,1)),
this.
_y=
Math.
atan2(2*(
a.
y*
a.
w-
a.
z*
a.
x),
h-
e-
f+
g),
this.
_z=
Math.
atan2(2*(
a.
z*
a.
w-
a.
x*
a.
y),
h-
e+
f-
g)):
"ZYX"===
b?(
this.
_x=
Math.
atan2(2*(
a.
x*
a.
w+
a.
z*
a.
y),
h-
e-
f+
g),
this.
_y=
Math.
asin(
d(2*(
a.
y*
a.
w-
a.
x*
a.
z),-1,1)),
this.
_z=
Math.
atan2(2*(
a.
x*
a.
y+
a.
z*
a.
w),
h+
e-
f-
g)):
"YZX"===
67b?(
this.
_x=
Math.
atan2(2*(
a.
x*
a.
w-
a.
z*
a.
y),
h-
e+
f-
g),
this.
_y=
Math.
atan2(2*(
a.
y*
a.
w-
a.
x*
a.
z),
h+
e-
f-
g),
this.
_z=
Math.
asin(
d(2*(
a.
x*
a.
y+
a.
z*
a.
w),-1,1))):
"XZY"===
b?(
this.
_x=
Math.
atan2(2*(
a.
x*
a.
w+
a.
y*
a.
z),
h-
e+
f-
g),
this.
_y=
Math.
atan2(2*(
a.
x*
a.
z+
a.
y*
a.
w),
h+
e-
f-
g),
this.
_z=
Math.
asin(
d(2*(
a.
z*
a.
w-
a.
x*
a.
y),-1,1))):
console.
warn(
"THREE.Euler: .setFromQuaternion() given unsupported order: "+
b);this.
_order=
b;
if(!1!==c)this.
onChangeCallback();
return this},
reorder:
function(){
var a=
new THREE.Quaternion;
return function(
b){
a.setFromEuler(
this);
68this.
setFromQuaternion(a,
b)}}(),
equals:
function(
a){
return a._x===this._x&&
a._y===this._y&&
a._z===this._z&&
a._order===this.
_order},
fromArray:
function(
a){this._x=
a[0];this._y=
a[1];this._z=
a[2];
void 0!==
a[3]&&(this.
_order=a[3]);this.
onChangeCallback();
return this},
toArray:
function(){
return[this.
_x,this.
_y,this.
_z,this.
_order]},
onChange:
function(
a){this.
onChangeCallback=
a;
return this},
onChangeCallback:
function(){},
clone:
function(){
return new THREE.Euler(this._x,this._y,this._z,this.
_order)}};
70THREE.Line3.prototype={
constructor:
THREE.Line3,
set:
function(
a,
b){this.start.copy(
a);this.
end.copy(b);
return this},
copy:
function(
a){this.start.copy(
a.start);this.
end.copy(a.end);
return this},
center:
function(
a){
return(
a||
new THREE.Vector3).addVectors(this.start,this.
end).multiplyScalar(0.5)},
delta:
function(
a){
return(a||
new THREE.Vector3).subVectors(this.
end,this.start)},
distanceSq:
function(){
return this.start.distanceToSquared(this.
end)},
distance:
function(){
return this.start.distanceTo(this.
end)},
at:
function(
a,
71b){
var c=
b||
new THREE.Vector3;
return this.
delta(c).multiplyScalar(
a).add(this.start)},
closestPointToPointParameter:
function(){
var a=
new THREE.Vector3,
b=
new THREE.Vector3;
return function(
c,
d){
a.subVectors(
c,this.start);
b.subVectors(this.
end,this.start);
var e=
b.dot(
b),
e=
b.dot(
a)/
e;
d&&(
e=
THREE.Math.clamp(
e,0,1));
return e}}(),
closestPointToPoint:
function(
a,
b,
c){
a=this.
closestPointToPointParameter(a,
b);
c=
c||
new THREE.Vector3;
return this.
delta(c).multiplyScalar(
a).add(this.start)},
applyMatrix4:
function(
a){this.start.applyMatrix4(
a);
83union:
function(
a){this.
min.min(a.min);this.
max.max(a.max);
return this},
applyMatrix4:
function(){
var a=[
new THREE.Vector3,
new THREE.Vector3,
new THREE.Vector3,
new THREE.Vector3,
new THREE.Vector3,
new THREE.Vector3,
new THREE.Vector3,
new THREE.Vector3];
return function(
b){
a[0].set(this.
min.x,
this.min.y,
this.min.z).applyMatrix4(b);
a[1].set(this.
min.x,
this.min.y,
this.max.z).applyMatrix4(b);
a[2].set(this.
min.x,
this.max.y,
this.min.z).applyMatrix4(b);
a[3].set(this.
min.x,
this.max.y,
this.max.z).applyMatrix4(b);
84a[4].set(this.
max.x,
this.min.y,
this.min.z).applyMatrix4(b);
a[5].set(this.
max.x,
this.min.y,
this.max.z).applyMatrix4(b);
a[6].set(this.
max.x,
this.max.y,
this.min.z).applyMatrix4(b);
a[7].set(this.
max.x,
this.max.y,
this.max.z).applyMatrix4(b);this.
makeEmpty();this.
setFromPoints(a);
return this}}(),
translate:
function(
a){this.
min.add(a);this.
max.add(a);
return this},
equals:
function(
a){
return a.min.equals(this.
min)&&a.max.equals(this.
max)},
clone:
function(){
return(
new THREE.Box3).copy(
this)}};
86THREE.Matrix3.prototype={
constructor:
THREE.Matrix3,
set:
function(
a,
b,
c,
d,
e,
f,
g,
h,
k){
var l=this.
elements;l[0]=
a;
l[3]=
b;
l[6]=
c;
l[1]=
d;
l[4]=
e;
l[7]=
f;
l[2]=
g;
l[5]=
h;
l[8]=
k;
return this},
identity:
function(){this.
set(1,0,0,0,1,0,0,0,1);
return this},
copy:
function(
a){a=
a.elements;this.
set(a[0],
a[3],
a[6],
a[1],
a[4],
a[7],
a[2],
a[5],
a[8]);
return this},
multiplyVector3:
function(
a){
console.warn(
"THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.");
return a.applyMatrix3(
this)},
87multiplyVector3Array:
function(
a){
console.warn(
"THREE.Matrix3: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.");
return this.
applyToVector3Array(a)},
applyToVector3Array:
function(){
var a=
new THREE.Vector3;
return function(
b,
c,
d){
void 0===
c&&(
c=0);
void 0===
d&&(
d=
b.length);
for(
var e=0;
e<
d;
e+=3,
c+=3)
a.x=
b[
c],
a.y=
b[
c+1],
a.z=
b[
c+2],
a.applyMatrix3(
this),
b[
c]=
a.x,
b[
c+1]=
a.y,
b[
c+2]=
a.z;
return b}}(),
multiplyScalar:
function(
a){
var b=this.
elements;b[0]*=
a;
b[3]*=
a;
b[6]*=
88a;
b[1]*=
a;
b[4]*=
a;
b[7]*=
a;
b[2]*=
a;
b[5]*=
a;
b[8]*=
a;
return this},
determinant:
function(){
var a=this.
elements,b=
a[0],
c=
a[1],
d=
a[2],
e=
a[3],
f=
a[4],
g=
a[5],
h=
a[6],
k=
a[7],
a=
a[8];
return b*
f*
a-
b*
g*
k-
c*
e*
a+
c*
g*
h+
d*
e*
k-
d*
f*
h},
getInverse:
function(
a,
b){
var c=
a.elements,
d=this.
elements;d[0]=
c[10]*
c[5]-
c[6]*
c[9];
d[1]=-
c[10]*
c[1]+
c[2]*
c[9];
d[2]=
c[6]*
c[1]-
c[2]*
c[5];
d[3]=-
c[10]*
c[4]+
c[6]*
c[8];
d[4]=
c[10]*
c[0]-
c[2]*
c[8];
d[5]=-
c[6]*
c[0]+
c[2]*
c[4];
d[6]=
c[9]*
c[4]-
c[5]*
c[8];
d[7]=-
c[9]*
c[0]+
c[1]*
c[8];
d[8]=
c[5]*
c[0]-
c[1]*
c[4];
90a[
b+5]=
c[5];
a[
b+6]=
c[6];
a[
b+7]=
c[7];
a[
b+8]=
c[8];
return a},
getNormalMatrix:
function(
a){this.
getInverse(a).transpose();
return this},
transposeIntoArray:
function(
a){
var b=this.
elements;a[0]=
b[0];
a[1]=
b[3];
a[2]=
b[6];
a[3]=
b[1];
a[4]=
b[4];
a[5]=
b[7];
a[6]=
b[2];
a[7]=
b[5];
a[8]=
b[8];
return this},
fromArray:
function(
a){this.
elements.set(a);
return this},
toArray:
function(){
var a=this.
elements;
return[a[0],
a[1],
a[2],
a[3],
a[4],
a[5],
a[6],
a[7],
a[8]]},
clone:
function(){
var a=this.
elements;
return new THREE.Matrix3(a[0],
a[3],
91a[6],
a[1],
a[4],
a[7],
a[2],
a[5],
a[8])}};
THREE.Matrix4=
function(
a,
b,
c,
d,
e,
f,
g,
h,
k,
l,
n,
q,
r,
t,
s,
p){
var v=this.
elements=
new Float32Array(16);v[0]=
void 0!==
a?
a:1;
v[4]=
b||0;
v[8]=
c||0;
v[12]=
d||0;
v[1]=
e||0;
v[5]=
void 0!==
f?
f:1;
v[9]=
g||0;
v[13]=
h||0;
v[2]=
k||0;
v[6]=
l||0;
v[10]=
void 0!==
n?
n:1;
v[14]=
q||0;
v[3]=
r||0;
v[7]=
t||0;
v[11]=
s||0;
v[15]=
void 0!==
p?
p:1};
92THREE.Matrix4.prototype={
constructor:
THREE.Matrix4,
set:
function(
a,
b,
c,
d,
e,
f,
g,
h,
k,
l,
n,
q,
r,
t,
s,
p){
var v=this.
elements;v[0]=
a;
v[4]=
b;
v[8]=
c;
v[12]=
d;
v[1]=
e;
v[5]=
f;
v[9]=
g;
v[13]=
h;
v[2]=
k;
v[6]=
l;
v[10]=
n;
v[14]=
q;
v[3]=
r;
v[7]=
t;
v[11]=
s;
v[15]=
p;
return this},
identity:
function(){this.
set(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1);
return this},
copy:
function(
a){this.
elements.set(a.elements);
return this},
extractPosition:
function(
a){
console.warn(
"THREEMatrix4: .extractPosition() has been renamed to .copyPosition().");
return this.
copyPosition(a)},
93copyPosition:
function(
a){
var b=this.
elements;a=
a.elements;
b[12]=
a[12];
b[13]=
a[13];
b[14]=
a[14];
return this},
extractRotation:
function(){
var a=
new THREE.Vector3;
return function(
b){
var c=this.
elements;b=
b.elements;
var d=1/
a.set(
b[0],
b[1],
b[2]).length(),
e=1/
a.set(
b[4],
b[5],
b[6]).length(),
f=1/
a.set(
b[8],
b[9],
b[10]).length();
c[0]=
b[0]*
d;
c[1]=
b[1]*
d;
c[2]=
b[2]*
d;
c[4]=
b[4]*
e;
c[5]=
b[5]*
e;
c[6]=
b[6]*
e;
c[8]=
b[8]*
f;
c[9]=
b[9]*
f;
c[10]=
b[10]*
f;
return this}}(),
makeRotationFromEuler:
function(
a){!1===
a instanceof THREE.Euler&&
94console.error(
"THREE.Matrix: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.");
var b=this.
elements,c=
a.x,
d=
a.y,
e=
a.z,
f=
Math.cos(
c),
c=
Math.sin(
c),
g=
Math.cos(
d),
d=
Math.sin(
d),
h=
Math.cos(
e),
e=
Math.sin(
e);
if(
"XYZ"===
a.order){
a=
f*
h;
var k=
f*
e,
l=
c*
h,
n=
c*
e;
b[0]=
g*
h;
b[4]=-
g*
e;
b[8]=
d;
b[1]=
k+
l*
d;
b[5]=
a-
n*
d;
b[9]=-
c*
g;
b[2]=
n-
a*
d;
b[6]=
l+
k*
d;
b[10]=
f*
g}
else"YXZ"===
a.order?(
a=
g*
h,
k=
g*
e,
l=
d*
h,
n=
d*
e,
b[0]=
a+
n*
c,
b[4]=
l*
c-
k,
b[8]=
f*
d,
b[1]=
f*
e,
b[5]=
f*
h,
b[9]=-
c,
b[2]=
k*
c-
l,
b[6]=
n+
a*
c,
95b[10]=
f*
g):
"ZXY"===
a.
order?(
a=
g*
h,
k=
g*
e,
l=
d*
h,
n=
d*
e,
b[0]=
a-
n*
c,
b[4]=-
f*
e,
b[8]=
l+
k*
c,
b[1]=
k+
l*
c,
b[5]=
f*
h,
b[9]=
n-
a*
c,
b[2]=-
f*
d,
b[6]=
c,
b[10]=
f*
g):
"ZYX"===
a.
order?(
a=
f*
h,
k=
f*
e,
l=
c*
h,
n=
c*
e,
b[0]=
g*
h,
b[4]=
l*
d-
k,
b[8]=
a*
d+
n,
b[1]=
g*
e,
b[5]=
n*
d+
a,
b[9]=
k*
d-
l,
b[2]=-
d,
b[6]=
c*
g,
b[10]=
f*
g):
"YZX"===
a.
order?(
a=
f*
g,
k=
f*
d,
l=
c*
g,
n=
c*
d,
b[0]=
g*
h,
b[4]=
n-
a*
e,
b[8]=
l*
e+
k,
b[1]=
e,
b[5]=
f*
h,
b[9]=-
c*
h,
b[2]=-
d*
h,
b[6]=
k*
e+
l,
b[10]=
a-
n*
e):
"XZY"===
a.
order&&(
a=
f*
g,
k=
f*
d,
l=
c*
g,
n=
c*
d,
b[0]=
g*
h,
b[4]=-
e,
b[8]=
d*
h,
b[1]=
a*
e+
n,
b[5]=
f*
h,
b[9]=
k*
96e-
l,
b[2]=
l*
e-
k,
b[6]=
c*
h,
b[10]=
n*
e+
a);
b[3]=0;
b[7]=0;
b[11]=0;
b[12]=0;
b[13]=0;
b[14]=0;
b[15]=1;
return this},
setRotationFromQuaternion:
function(
a){
console.warn(
"THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().");
return this.
makeRotationFromQuaternion(a)},
makeRotationFromQuaternion:
function(
a){
var b=this.
elements,c=
a.x,
d=
a.y,
e=
a.z,
f=
a.w,
g=
c+
c,
h=
d+
d,
k=
e+
e;
a=
c*
g;
var l=
c*
h,
c=
c*
k,
n=
d*
h,
d=
d*
k,
e=
e*
k,
g=
f*
g,
h=
f*
h,
f=
f*
k;
b[0]=1-(
n+
e);
b[4]=
l-
f;
b[8]=
c+
h;
b[1]=
l+
f;
b[5]=1-
97(
a+
e);
b[9]=
d-
g;
b[2]=
c-
h;
b[6]=
d+
g;
b[10]=1-(
a+
n);
b[3]=0;
b[7]=0;
b[11]=0;
b[12]=0;
b[13]=0;
b[14]=0;
b[15]=1;
return this},
lookAt:
function(){
var a=
new THREE.Vector3,
b=
new THREE.Vector3,
c=
new THREE.Vector3;
return function(
d,
e,
f){
var g=this.
elements;c.subVectors(
d,
e).normalize();0===
c.length()&&(
c.z=1);
a.crossVectors(
f,
c).normalize();0===
a.length()&&(
c.x+=1
E-4,
a.crossVectors(
f,
c).normalize());
b.crossVectors(
c,
a);
g[0]=
a.x;
g[4]=
b.x;
g[8]=
c.x;
g[1]=
a.y;
g[5]=
b.y;
g[9]=
c.y;
g[2]=
a.z;
g[6]=
b.z;
g[10]=
c.z;
return this}}(),
98multiply:
function(
a,
b){
return void 0!==
b?(
console.warn(
"THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead."),this.
multiplyMatrices(a,
b)):
this.
multiplyMatrices(
this,
a)},
multiplyMatrices:
function(
a,
b){
var c=
a.elements,
d=
b.elements,
e=this.
elements,f=
c[0],
g=
c[4],
h=
c[8],
k=
c[12],
l=
c[1],
n=
c[5],
q=
c[9],
r=
c[13],
t=
c[2],
s=
c[6],
p=
c[10],
v=
c[14],
w=
c[3],
u=
c[7],
D=
c[11],
c=
c[15],
A=
d[0],
x=
d[4],
C=
d[8],
I=
d[12],
z=
d[1],
y=
d[5],
K=
d[9],
N=
d[13],
ba=
d[2],
P=
d[6],
O=
d[10],
J=
d[14],
E=
d[3],
102b.length);
for(
var e=0;
e<
d;
e+=3,
c+=3)
a.x=
b[
c],
a.y=
b[
c+1],
a.z=
b[
c+2],
a.applyMatrix4(
this),
b[
c]=
a.x,
b[
c+1]=
a.y,
b[
c+2]=
a.z;
return b}}(),
rotateAxis:
function(
a){
console.warn(
"THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.");
a.transformDirection(
this)},
crossVector:
function(
a){
console.warn(
"THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.");
return a.applyMatrix4(
this)},
determinant:
function(){
var a=this.
elements,b=
103a[0],
c=
a[4],
d=
a[8],
e=
a[12],
f=
a[1],
g=
a[5],
h=
a[9],
k=
a[13],
l=
a[2],
n=
a[6],
q=
a[10],
r=
a[14];
return a[3]*(+
e*
h*
n-
d*
k*
n-
e*
g*
q+
c*
k*
q+
d*
g*
r-
c*
h*
r)+
a[7]*(+
b*
h*
r-
b*
k*
q+
e*
f*
q-
d*
f*
r+
d*
k*
l-
e*
h*
l)+
a[11]*(+
b*
k*
n-
b*
g*
r-
e*
f*
n+
c*
f*
r+
e*
g*
l-
c*
k*
l)+
a[15]*(-
d*
g*
l-
b*
h*
n+
b*
g*
q+
d*
f*
n-
c*
f*
q+
c*
h*
l)},
transpose:
function(){
var a=this.
elements,
b;b=
a[1];
a[1]=
a[4];
a[4]=
b;
b=
a[2];
a[2]=
a[8];
a[8]=
b;
b=
a[6];
a[6]=
a[9];
a[9]=
b;
b=
a[3];
a[3]=
a[12];
a[12]=
b;
b=
a[7];
a[7]=
a[13];
a[13]=
b;
b=
a[11];
a[11]=
a[14];
a[14]=
b;
return this},
flattenToArrayOffset:
function(
a,
105this.
elements;b[12]=
a.x;
b[13]=
a.y;
b[14]=
a.z;
return this},
getInverse:
function(
a,
b){
var c=this.
elements,d=
a.elements,
e=
d[0],
f=
d[4],
g=
d[8],
h=
d[12],
k=
d[1],
l=
d[5],
n=
d[9],
q=
d[13],
r=
d[2],
t=
d[6],
s=
d[10],
p=
d[14],
v=
d[3],
w=
d[7],
u=
d[11],
d=
d[15];
c[0]=
n*
p*
w-
q*
s*
w+
q*
t*
u-
l*
p*
u-
n*
t*
d+
l*
s*
d;
c[4]=
h*
s*
w-
g*
p*
w-
h*
t*
u+
f*
p*
u+
g*
t*
d-
f*
s*
d;
c[8]=
g*
q*
w-
h*
n*
w+
h*
l*
u-
f*
q*
u-
g*
l*
d+
f*
n*
d;
c[12]=
h*
n*
t-
g*
q*
t-
h*
l*
s+
f*
q*
s+
g*
l*
p-
f*
n*
p;
c[1]=
q*
s*
v-
n*
p*
v-
q*
r*
u+
k*
p*
u+
n*
r*
d-
k*
s*
d;
c[5]=
g*
p*
v-
h*
s*
v+
h*
r*
u-
e*
p*
u-
g*
r*
d+
e*
s*
d;
c[9]=
h*
n*
v-
g*
q*
v-
h*
k*
107console.warn(
"Matrix4.getInverse(): can't invert matrix, determinant is 0");this.
identity();
return this}this.
multiplyScalar(1/c);
return this},
translate:
function(
a){
console.warn(
"THREE.Matrix4: .translate() has been removed.")},
rotateX:
function(
a){
console.warn(
"THREE.Matrix4: .rotateX() has been removed.")},
rotateY:
function(
a){
console.warn(
"THREE.Matrix4: .rotateY() has been removed.")},
rotateZ:
function(
a){
console.warn(
"THREE.Matrix4: .rotateZ() has been removed.")},
rotateByAxis:
function(
a,
b){
console.warn(
"THREE.Matrix4: .rotateByAxis() has been removed.")},
108scale:
function(
a){
var b=this.
elements,c=
a.x,
d=
a.y;
a=
a.z;
b[0]*=
c;
b[4]*=
d;
b[8]*=
a;
b[1]*=
c;
b[5]*=
d;
b[9]*=
a;
b[2]*=
c;
b[6]*=
d;
b[10]*=
a;
b[3]*=
c;
b[7]*=
d;
b[11]*=
a;
return this},
getMaxScaleOnAxis:
function(){
var a=this.
elements;
return Math.sqrt(
Math.max(a[0]*
a[0]+
a[1]*
a[1]+
a[2]*
a[2],
Math.max(
a[4]*
a[4]+
a[5]*
a[5]+
a[6]*
a[6],
a[8]*
a[8]+
a[9]*
a[9]+
a[10]*
a[10])))},
makeTranslation:
function(
a,
b,
c){this.
set(1,0,0,
a,0,1,0,
b,0,0,1,
c,0,0,0,1);
return this},
makeRotationX:
function(
a){
var b=
Math.cos(
a);
a=
Math.sin(
a);this.
set(1,
1090,0,0,0,
b,-
a,0,0,
a,
b,0,0,0,0,1);
return this},
makeRotationY:
function(
a){
var b=
Math.cos(
a);
a=
Math.sin(
a);this.
set(
b,0,
a,0,0,1,0,0,-
a,0,
b,0,0,0,0,1);
return this},
makeRotationZ:
function(
a){
var b=
Math.cos(
a);
a=
Math.sin(
a);this.
set(
b,-
a,0,0,
a,
b,0,0,0,0,1,0,0,0,0,1);
return this},
makeRotationAxis:
function(
a,
b){
var c=
Math.cos(
b),
d=
Math.sin(
b),
e=1-
c,
f=
a.x,
g=
a.y,
h=
a.z,
k=
e*
f,
l=
e*
g;this.
set(k*
f+
c,
k*
g-
d*
h,
k*
h+
d*
g,0,
k*
g+
d*
h,
l*
g+
c,
l*
h-
d*
f,0,
k*
h-
d*
g,
l*
h+
d*
f,
e*
h*
h+
c,0,0,0,0,1);
return this},
makeScale:
function(
a,
b,
c){this.
set(
a,
1100,0,0,0,
b,0,0,0,0,
c,0,0,0,0,1);
return this},
compose:
function(
a,
b,
c){this.
makeRotationFromQuaternion(b);this.
scale(c);this.
setPosition(a);
return this},
decompose:
function(){
var a=
new THREE.Vector3,
b=
new THREE.Matrix4;
return function(
c,
d,
e){
var f=this.
elements,g=
a.set(
f[0],
f[1],
f[2]).length(),
h=
a.set(
f[4],
f[5],
f[6]).length(),
k=
a.set(
f[8],
f[9],
f[10]).length();0>this.
determinant()&&(g=-
g);
c.x=
f[12];
c.y=
f[13];
c.z=
f[14];
b.elements.set(this.
elements);c=1/
g;
var f=1/
h,
l=1/
k;
b.elements[0]*=
c;
b.elements[1]*=
111c;
b.elements[2]*=
c;
b.elements[4]*=
f;
b.elements[5]*=
f;
b.elements[6]*=
f;
b.elements[8]*=
l;
b.elements[9]*=
l;
b.elements[10]*=
l;
d.setFromRotationMatrix(
b);
e.x=
g;
e.y=
h;
e.z=
k;
return this}}(),
makeFrustum:
function(
a,
b,
c,
d,
e,
f){
var g=this.
elements;g[0]=2*
e/(
b-
a);
g[4]=0;
g[8]=(
b+
a)/(
b-
a);
g[12]=0;
g[1]=0;
g[5]=2*
e/(
d-
c);
g[9]=(
d+
c)/(
d-
c);
g[13]=0;
g[2]=0;
g[6]=0;
g[10]=-(
f+
e)/(
f-
e);
g[14]=-2*
f*
e/(
f-
e);
g[3]=0;
g[7]=0;
g[11]=-1;
g[15]=0;
return this},
makePerspective:
function(
a,
b,
c,
d){
a=
c*
Math.tan(
THREE.Math.degToRad(0.5*
a));
112var e=-
a;
return this.
makeFrustum(e*
b,
a*
b,
e,
a,
c,
d)},
makeOrthographic:
function(
a,
b,
c,
d,
e,
f){
var g=this.
elements,h=
b-
a,
k=
c-
d,
l=
f-
e;
g[0]=2/
h;
g[4]=0;
g[8]=0;
g[12]=-((
b+
a)/
h);
g[1]=0;
g[5]=2/
k;
g[9]=0;
g[13]=-((
c+
d)/
k);
g[2]=0;
g[6]=0;
g[10]=-2/
l;
g[14]=-((
f+
e)/
l);
g[3]=0;
g[7]=0;
g[11]=0;
g[15]=1;
return this},
fromArray:
function(
a){this.
elements.set(a);
return this},
toArray:
function(){
var a=this.
elements;
return[a[0],
a[1],
a[2],
a[3],
a[4],
a[5],
a[6],
a[7],
a[8],
a[9],
a[10],
a[11],
a[12],
a[13],
a[14],
a[15]]},
clone:
function(){
var a=
113this.
elements;
return new THREE.Matrix4(a[0],
a[4],
a[8],
a[12],
a[1],
a[5],
a[9],
a[13],
a[2],
a[6],
a[10],
a[14],
a[3],
a[7],
a[11],
a[15])}};
THREE.Ray=
function(
a,
b){this.
origin=
void 0!==a?
a:
new THREE.Vector3;this.
direction=
void 0!==b?
b:
new THREE.Vector3};
114THREE.Ray.prototype={
constructor:
THREE.Ray,
set:
function(
a,
b){this.
origin.copy(a);this.
direction.copy(b);
return this},
copy:
function(
a){this.
origin.copy(a.origin);this.
direction.copy(a.direction);
return this},
at:
function(
a,
b){
return(
b||
new THREE.Vector3).copy(this.
direction).multiplyScalar(a).add(this.
origin)},
recast:
function(){
var a=
new THREE.Vector3;
return function(
b){this.
origin.copy(this.
at(b,
a));
return this}}(),
closestPointToPoint:
function(
a,
b){
var c=
b||
new THREE.Vector3;
c.subVectors(
a,this.
origin);
116h=this.
origin.clone().sub(e);
a=-this.
direction.dot(f);
b=
h.dot(this.
direction);
var k=-
h.dot(
f),
l=
h.lengthSq(),
n=
Math.abs(1-
a*
a),
q,
r;0<=
n?(
h=
a*
k-
b,
q=
a*
b-
k,
r=
g*
n,0<=
h?
q>=-
r?
q<=
r?(
g=1/
n,
h*=
g,
q*=
g,
a=
h*(
h+
a*
q+2*
b)+
q*(
a*
h+
q+2*
k)+
l):(
q=
g,
h=
Math.
max(0,-(
a*
q+
b)),
a=-
h*
h+
q*(
q+2*
k)+
l):(
q=-
g,
h=
Math.
max(0,-(
a*
q+
b)),
a=-
h*
h+
q*(
q+2*
k)+
l):
q<=-
r?(
h=
Math.
max(0,-(-
a*
g+
b)),
q=0<
h?-
g:
Math.
min(
Math.
max(-
g,-
k),
g),
a=-
h*
h+
q*(
q+2*
k)+
l):
q<=
r?(
h=0,
q=
Math.
min(
Math.
max(-
g,-
k),
g),
a=
q*(
q+2*
k)+
l):(
h=
Math.
max(0,-(
a*
g+
b)),
q=0<
h?
g:
Math.
min(
Math.
max(-
g,
117-
k),
g),
a=-
h*
h+
q*(
q+2*
k)+
l)):(
q=0<
a?-
g:
g,
h=
Math.
max(0,-(
a*
q+
b)),
a=-
h*
h+
q*(
q+2*
k)+
l);
c&&
c.copy(this.
direction.clone().multiplyScalar(h).add(
this.origin));
d&&
d.copy(
f.clone().multiplyScalar(
q).add(
e));
return a},
isIntersectionSphere:
function(
a){
return this.
distanceToPoint(a.center)<=
a.radius},
intersectSphere:
function(){
var a=
new THREE.Vector3;
return function(
b,
c){
a.subVectors(
b.center,
this.origin);
var d=
a.dot(this.
direction),e=
a.dot(
a)-
d*
d,
f=
b.radius*
b.radius;
if(
e>
f)
return null;
f=
Math.sqrt(
f-
e);
e=
d-
f;
119return function(
b){
return null!==this.
intersectBox(b,
a)}}(),
intersectBox:
function(
a,
b){
var c,
d,
e,
f,
g;
d=1/this.
direction.x;f=1/this.
direction.y;g=1/this.
direction.z;
var h=this.
origin;0<=d?(
c=(
a.min.x-
h.x)*
d,
d*=
a.max.x-
h.x):(
c=(
a.
max.
x-
h.
x)*
d,
d*=
a.
min.
x-
h.
x);0<=
f?(
e=(
a.min.y-
h.y)*
f,
f*=
a.max.y-
h.y):(
e=(
a.
max.
y-
h.
y)*
f,
f*=
a.
min.
y-
h.
y);
if(
c>
f||
e>
d)
return null;
if(
e>
c||
c!==
c)
c=
e;
if(
f<
d||
d!==
d)
d=
f;0<=
g?(
e=(
a.min.z-
h.z)*
g,
g*=
a.max.z-
h.z):(
e=(
a.
max.
z-
h.
z)*
g,
g*=
a.
min.
z-
h.
z);
if(
c>
g||
e>
d)
return null;
if(
e>
c||
c!==
120c)
c=
e;
if(
g<
d||
d!==
d)
d=
g;
return 0>
d?
null:this.
at(0<=c?
c:
d,
b)},
intersectTriangle:
function(){
var a=
new THREE.Vector3,
b=
new THREE.Vector3,
c=
new THREE.Vector3,
d=
new THREE.Vector3;
return function(
e,
f,
g,
h,
k){
b.subVectors(
f,
e);
c.subVectors(
g,
e);
d.crossVectors(
b,
c);
f=this.
direction.dot(d);
if(0<
f){
if(
h)
return null;
h=1}
else if(0>
f)
h=-1,
f=-
f;
else return null;
a.subVectors(this.
origin,e);
e=
h*this.
direction.dot(c.crossVectors(
a,
c));
if(0>
e)
return null;
g=
h*this.
direction.dot(b.cross(
a));
if(0>
g||
e+
g>
f)
return null;
122THREE.Sphere.prototype={
constructor:
THREE.Sphere,
set:
function(
a,
b){this.
center.copy(a);this.
radius=
b;
return this},
setFromPoints:
function(){
var a=
new THREE.Box3;
return function(
b,
c){
var d=this.
center;
void 0!==c?
d.copy(
c):
a.setFromPoints(
b).center(
d);
for(
var e=0,
f=0,
g=
b.length;
f<
g;
f++)
e=
Math.max(
e,
d.distanceToSquared(
b[
f]));this.
radius=
Math.sqrt(e);
return this}}(),
copy:
function(
a){this.
center.copy(a.center);this.
radius=a.radius;
return this},
empty:
function(){
return 0>=this.
radius},
containsPoint:
function(
a){
return a.distanceToSquared(this.
center)<=
125THREE.Frustum=
function(
a,
b,
c,
d,
e,
f){this.
planes=[
void 0!==a?
a:
new THREE.Plane,
void 0!==
b?
b:
new THREE.Plane,
void 0!==
c?
c:
new THREE.Plane,
void 0!==
d?
d:
new THREE.Plane,
void 0!==
e?
e:
new THREE.Plane,
void 0!==
f?
f:
new THREE.Plane]};
126THREE.Frustum.prototype={
constructor:
THREE.Frustum,
set:
function(
a,
b,
c,
d,
e,
f){
var g=this.
planes;g[0].copy(
a);
g[1].copy(
b);
g[2].copy(
c);
g[3].copy(
d);
g[4].copy(
e);
g[5].copy(
f);
return this},
copy:
function(
a){
for(
var b=this.
planes,c=0;6>
c;
c++)
b[
c].
copy(
a.planes[
c]);
return this},
setFromMatrix:
function(
a){
var b=this.
planes,c=
a.elements;
a=
c[0];
var d=
c[1],
e=
c[2],
f=
c[3],
g=
c[4],
h=
c[5],
k=
c[6],
l=
c[7],
n=
c[8],
q=
c[9],
r=
c[10],
t=
c[11],
s=
c[12],
p=
c[13],
v=
c[14],
c=
c[15];
b[0].setComponents(
f-
a,
l-
g,
t-
n,
c-
s).normalize();
b[1].setComponents(
f+
127a,
l+
g,
t+
n,
c+
s).normalize();
b[2].setComponents(
f+
d,
l+
h,
t+
q,
c+
p).normalize();
b[3].setComponents(
f-
d,
l-
h,
t-
q,
c-
p).normalize();
b[4].setComponents(
f-
e,
l-
k,
t-
r,
c-
v).normalize();
b[5].setComponents(
f+
e,
l+
k,
t+
r,
c+
v).normalize();
return this},
intersectsObject:
function(){
var a=
new THREE.Sphere;
return function(
b){
var c=
b.geometry;
null===
c.boundingSphere&&
c.computeBoundingSphere();
a.copy(
c.boundingSphere);
a.applyMatrix4(
b.matrixWorld);
return this.
intersectsSphere(a)}}(),
intersectsSphere:
function(
a){
var b=this.
planes,
130THREE.Plane.prototype={
constructor:
THREE.Plane,
set:
function(
a,
b){this.
normal.copy(a);this.
constant=
b;
return this},
setComponents:
function(
a,
b,
c,
d){this.
normal.set(a,
b,
c);this.
constant=
d;
return this},
setFromNormalAndCoplanarPoint:
function(
a,
b){this.
normal.copy(a);this.
constant=-b.dot(this.
normal);
return this},
setFromCoplanarPoints:
function(){
var a=
new THREE.Vector3,
b=
new THREE.Vector3;
return function(
c,
d,
e){
d=
a.subVectors(
e,
d).cross(
b.subVectors(
c,
d)).
normalize();this.
setFromNormalAndCoplanarPoint(d,
131c);
return this}}(),
copy:
function(
a){this.
normal.copy(a.normal);this.
constant=a.constant;
return this},
normalize:
function(){
var a=1/this.
normal.length();this.
normal.multiplyScalar(a);this.
constant*=
a;
return this},
negate:
function(){this.
constant*=-1;this.
normal.negate();
return this},
distanceToPoint:
function(
a){
return this.
normal.dot(a)+this.
constant},
distanceToSphere:
function(
a){
return this.
distanceToPoint(a.center)-
a.radius},
projectPoint:
function(
a,
b){
return this.
orthoPoint(a,
b).sub(
a).negate()},
orthoPoint:
function(
a,
135THREE.Math={
generateUUID:
function(){
var a=
"0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz".split(
""),
b=
Array(36),
c=0,
d;
return function(){
for(
var e=0;36>
e;
e++)8==
e||13==
e||18==
e||23==
e?
b[
e]=
"-":14==
e?
b[
e]=
"4":(2>=
c&&(
c=33554432+16777216*
Math.random()|0),
d=
c&15,
c>>=4,
b[
e]=
a[19==
e?
d&3|8:
d]);
return b.join(
"")}}(),
clamp:
function(
a,
b,
c){
return a<b?b:a>c?
c:
a},
clampBottom:
function(
a,
b){
return a<
b?
b:
a},
mapLinear:
function(
a,
b,
c,
d,
e){
return d+(
a-
b)*(
e-
d)/(
c-
b)},
smoothstep:
function(
a,
b,
c){
if(
a<=
136b)
return 0;
if(
a>=
c)
return 1;
a=(
a-
b)/(
c-
b);
return a*
a*(3-2*
a)},
smootherstep:
function(
a,
b,
c){
if(
a<=
b)
return 0;
if(
a>=
c)
return 1;
a=(
a-
b)/(
c-
b);
return a*
a*
a*(
a*(6*
a-15)+10)},
random16:
function(){
return(65280*
Math.random()+255*
Math.random())/65535},
randInt:
function(
a,
b){
return a+
Math.floor(
Math.random()*(
b-
a+1))},
randFloat:
function(
a,
b){
return a+
Math.random()*(
b-
a)},
randFloatSpread:
function(
a){
return a*(0.5-
Math.random())},
sign:
function(
a){
return 0>
a?-1:0<
a?1:0},degToRad:
function(){
var a=
Math.PI/180;
return function(
b){
return b*
138THREE.Spline=
function(
a){
function b(
a,
b,
c,
d,
e,
f,
g){
a=0.5*(
c-
a);
d=0.5*(
d-
b);
return(2*(
b-
c)+
a+
d)*
g+(-3*(
b-
c)-2*
a-
d)*
f+
a*
e+
b}this.
points=
a;
var c=[],
d={
x:0,
y:0,
z:0},
e,
f,
g,
h,
k,
l,
n,
q,
r;this.
initFromArray=
function(
a){this.
points=[];
for(
var b=0;
b<
a.length;
b++)this.
points[b]={
x:
a[
b][0],
y:
a[
b][1],
z:
a[
b][2]}};this.
getPoint=
function(
a){e=(this.
points.length-1)*a;
f=
Math.floor(
e);
g=
e-
f;
c[0]=0===
f?
f:
f-1;
c[1]=
f;
c[2]=
f>this.
points.length-2?this.
points.length-1:f+1;
c[3]=
f>this.
points.length-3?this.
points.length-1:
139f+2;
l=this.
points[c[0]];
n=this.
points[c[1]];
q=this.
points[c[2]];
r=this.
points[c[3]];
h=
g*
g;
k=
g*
h;
d.x=
b(
l.x,
n.x,
q.x,
r.x,
g,
h,
k);
d.y=
b(
l.y,
n.y,
q.y,
r.y,
g,
h,
k);
d.z=
b(
l.z,
n.z,
q.z,
r.z,
g,
h,
k);
return d};this.
getControlPointsArray=
function(){
var a,
b,c=this.
points.length,d=[];
for(
a=0;
a<
c;
a++)
b=this.
points[a],
d[
a]=[
b.x,
b.y,
b.z];
return d};this.
getLength=
function(
a){
var b,
c,
d,e=
b=
b=0,
f=
new THREE.Vector3,
g=
new THREE.Vector3,
h=[],
k=0;
h[0]=0;
a||(
a=100);
c=this.
points.length*
a;f.copy(this.
points[0]);
for(a=1;
a<
c;
a++)
b=
140a/
c,
d=this.
getPoint(b),
g.copy(
d),
k+=
g.distanceTo(
f),
f.copy(
d),
b*=this.
points.length-1,b=
Math.floor(
b),
b!=
e&&(
h[
b]=
k,
e=
b);
h[
h.length]=
k;
return{
chunks:
h,
total:
k}};this.
reparametrizeByArcLength=
function(
a){
var b,
c,
d,
e,
f,
g,h=[],
k=
new THREE.Vector3,
l=this.
getLength();h.push(
k.copy(
this.points[0]).clone());
for(
b=1;
b<this.
points.length;b++){
c=
l.chunks[
b]-
l.chunks[
b-1];
g=
Math.ceil(
a*
c/
l.total);
e=(
b-1)/(this.
points.length-1);f=
b/(this.
points.length-1);
for(c=1;
c<
g-1;
c++)
d=
e+1/
g*
c*(
f-
e),
d=this.
getPoint(d),
h.push(
k.copy(
d).clone());
142THREE.Triangle.barycoordFromPoint=
function(){
var a=
new THREE.Vector3,
b=
new THREE.Vector3,
c=
new THREE.Vector3;
return function(
d,
e,
f,
g,
h){
a.subVectors(
g,
e);
b.subVectors(
f,
e);
c.subVectors(
d,
e);
d=
a.dot(
a);
e=
a.dot(
b);
f=
a.dot(
c);
var k=
b.dot(
b);
g=
b.dot(
c);
var l=
d*
k-
e*
e;
h=
h||
new THREE.Vector3;
if(0==
l)
return h.set(-2,-1,-1);
l=1/
l;
k=(
k*
f-
e*
g)*
l;
d=(
d*
g-
e*
f)*
l;
return h.set(1-
k-
d,
d,
k)}}();
144THREE.Triangle.prototype={
constructor:
THREE.Triangle,
set:
function(
a,
b,
c){this.a.copy(
a);this.b.copy(
b);this.c.copy(
c);
return this},
setFromPointsAndIndices:
function(
a,
b,
c,
d){this.a.copy(
a[
b]);this.b.copy(
a[
c]);this.c.copy(
a[
d]);
return this},
copy:
function(
a){this.a.copy(
a.a);this.b.copy(
a.b);this.c.copy(
a.c);
return this},
area:
function(){
var a=
new THREE.Vector3,
b=
new THREE.Vector3;
return function(){
a.subVectors(this.c,this.b);
b.subVectors(this.a,this.b);
return 0.5*
a.cross(
b).length()}}(),
midpoint:
function(
a){
return(
a||
145new THREE.Vector3).addVectors(this.a,this.b).add(this.c).multiplyScalar(1/3)},
normal:
function(
a){
return THREE.Triangle.normal(this.a,this.b,this.c,
a)},
plane:
function(
a){
return(
a||
new THREE.Plane).setFromCoplanarPoints(this.a,this.b,this.c)},
barycoordFromPoint:
function(
a,
b){
return THREE.Triangle.barycoordFromPoint(
a,this.a,this.b,this.c,
b)},
containsPoint:
function(
a){
return THREE.Triangle.containsPoint(
a,this.a,this.b,this.c)},
equals:
function(
a){
return a.a.equals(this.a)&&
a.b.equals(this.b)&&
a.c.equals(this.c)},
151(
function(
a){
a.Raycaster=
function(
b,
c,
f,
g){this.
ray=
new a.Ray(
b,
c);this.
near=f||0;this.
far=g||
Infinity;this.
params={
Sprite:{},
Mesh:{},
PointCloud:{
threshold:1},
LOD:{},
Line:{}}};
var b=
function(
a,
b){
return a.distance-
b.distance},
c=
function(
a,
b,
f,
g){
a.raycast(
b,
f);
if(!0===
g){
a=
a.children;
g=0;
for(
var h=
a.length;
g<
h;
g++)
c(
a[
g],
b,
f,!0)}};
a.Raycaster.prototype={
constructor:
a.Raycaster,
precision:1
E-4,
linePrecision:1,
set:
function(
a,
b){this.
ray.set(a,
b)},
intersectObject:
function(
a,
e){
var f=[];
c(
a,
this,
f,
e);
153THREE.Object3D=
function(){this.
id=
THREE.Object3DIdCount++;this.
uuid=
THREE.Math.generateUUID();this.
name=
"";this.
parent=
void 0;this.
children=[];this.
up=
THREE.Object3D.DefaultUp.clone();
var a=
new THREE.Vector3,
b=
new THREE.Euler,
c=
new THREE.Quaternion,
d=
new THREE.Vector3(1,1,1);
b.onChange(
function(){
c.setFromEuler(
b,!1)});
c.onChange(
function(){
b.setFromQuaternion(
c,
void 0,!1)});
Object.defineProperties(
this,{
position:{
enumerable:!0,
value:
a},
rotation:{
enumerable:!0,
value:
b},
quaternion:{
enumerable:!0,
value:
c},
155THREE.Object3D.prototype={
constructor:
THREE.Object3D,
get eulerOrder(){
console.warn(
"THREE.Object3D: .eulerOrder has been moved to .rotation.order.");
return this.
rotation.order},
set eulerOrder(a){
console.warn(
"THREE.Object3D: .eulerOrder has been moved to .rotation.order.");this.
rotation.order=a},
get useQuaternion(){
console.warn(
"THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.")},
set useQuaternion(
a){
console.warn(
"THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.")},
156applyMatrix:
function(
a){this.
matrix.multiplyMatrices(a,this.
matrix);this.
matrix.decompose(this.
position,this.
quaternion,this.
scale)},
setRotationFromAxisAngle:
function(
a,
b){this.
quaternion.setFromAxisAngle(a,
b)},
setRotationFromEuler:
function(
a){this.
quaternion.setFromEuler(a,!0)},
setRotationFromMatrix:
function(
a){this.
quaternion.setFromRotationMatrix(a)},
setRotationFromQuaternion:
function(
a){this.
quaternion.copy(a)},
rotateOnAxis:
function(){
var a=
new THREE.Quaternion;
return function(
b,
c){
a.setFromAxisAngle(
b,
157c);this.
quaternion.multiply(a);
return this}}(),
rotateX:
function(){
var a=
new THREE.Vector3(1,0,0);
return function(
b){
return this.
rotateOnAxis(a,
b)}}(),
rotateY:
function(){
var a=
new THREE.Vector3(0,1,0);
return function(
b){
return this.
rotateOnAxis(a,
b)}}(),
rotateZ:
function(){
var a=
new THREE.Vector3(0,0,1);
return function(
b){
return this.
rotateOnAxis(a,
b)}}(),
translateOnAxis:
function(){
var a=
new THREE.Vector3;
return function(
b,
c){
a.copy(
b).applyQuaternion(this.
quaternion);this.
position.add(a.multiplyScalar(
c));
158return this}}(),
translate:
function(
a,
b){
console.warn(
"THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.");
return this.
translateOnAxis(b,
a)},
translateX:
function(){
var a=
new THREE.Vector3(1,0,0);
return function(
b){
return this.
translateOnAxis(a,
b)}}(),
translateY:
function(){
var a=
new THREE.Vector3(0,1,0);
return function(
b){
return this.
translateOnAxis(a,
b)}}(),
translateZ:
function(){
var a=
new THREE.Vector3(0,0,1);
return function(
b){
return this.
translateOnAxis(a,
162d;
c++){
var e=this.
children[
c];
if(e.id===
a||!0===
b&&(
e=
e.getObjectById(
a,
b),
void 0!==
e))
return e}},
getObjectByName:
function(
a,
b){
for(
var c=0,
d=this.
children.length;c<
d;
c++){
var e=this.
children[
c];
if(e.name===
a||!0===
b&&(
e=
e.getObjectByName(
a,
b),
void 0!==
e))
return e}},
getChildByName:
function(
a,
b){
console.warn(
"THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().");
return this.
getObjectByName(a,
b)},
updateMatrix:
function(){this.
matrix.compose(this.
position,this.
quaternion,this.
scale);
165b)
for(
var c=0;
c<this.
children.length;c++)
a.add(
this.children[
c].clone());
return a}};
THREE.EventDispatcher.prototype.apply(
THREE.Object3D.prototype);
THREE.Object3DIdCount=0;
1671,
e=
a.z+
a.w,
f=
b.z+
b.w,
g=-
a.z+
a.w,
h=-
b.z+
b.w;
if(0<=
e&&0<=
f&&0<=
g&&0<=
h)
return!0;
if(0>
e&&0>
f||0>
g&&0>
h)
return!1;0>
e?
c=
Math.max(
c,
e/(
e-
f)):0>
f&&(
d=
Math.min(
d,
e/(
e-
f)));0>
g?
c=
Math.max(
c,
g/(
g-
h)):0>
h&&(
d=
Math.min(
d,
g/(
g-
h)));
if(
d<
c)
return!1;
a.lerp(
b,
c);
b.lerp(
a,1-
d);
return!0}
var g,
h,
k=[],
l=0,
n,
q,
r=[],
t=0,
s,
p,
v=[],
w=0,
u,
D,
A=[],
x=0,
C,
I,
z=[],
y=0,
K={
objects:[],
lights:[],
elements:[]},
N=
new THREE.Vector3,
ba=
new THREE.Vector3,
P=
new THREE.Vector3,
O=
new THREE.Vector3,
J=
new THREE.Vector4,
E=
new THREE.Box3(
new THREE.Vector3(-1,
168-1,-1),
new THREE.Vector3(1,1,1)),
Q=
new THREE.Box3,
L=
Array(3),
R=
new THREE.Matrix4,
B=
new THREE.Matrix4,
S,
V=
new THREE.Matrix4,
W=
new THREE.Matrix3,
H=
new THREE.Frustum,
oa=
new THREE.Vector4,
$=
new THREE.Vector4;this.
projectVector=
function(
a,
b){b.matrixWorldInverse.getInverse(
b.matrixWorld);
B.multiplyMatrices(
b.projectionMatrix,
b.matrixWorldInverse);
return a.applyProjection(
B)};this.
unprojectVector=
function(){
var a=
new THREE.Matrix4;
return function(
b,
c){
a.getInverse(
c.projectionMatrix);
B.multiplyMatrices(
c.matrixWorld,
169a);
return b.applyProjection(
B)}}();this.
pickingRay=
function(
a,
b){a.z=-1;
var c=
new THREE.Vector3(
a.x,
a.y,1);this.
unprojectVector(a,
b);this.
unprojectVector(c,
b);
c.sub(
a).normalize();
return new THREE.Raycaster(
a,
c)};
var X=
new function(){
var d=[],
e=[],
f=
null,
g=
null,
h=
new THREE.Matrix3,
k=
function(
a){
var b=
a.positionWorld,
c=
a.positionScreen;
b.copy(
a.position).applyMatrix4(
S);
c.copy(
b).applyMatrix4(
B);
b=1/
c.w;
c.x*=
b;
c.y*=
b;
c.z*=
b;
a.visible=-1<=
c.x&&1>=
c.x&&-1<=
c.y&&1>=
c.y&&-1<=
c.z&&1>=
c.z},
l=
function(
a,
170b,
c){
if(!0===
a.visible||!0===
b.visible||!0===
c.visible)
return!0;
L[0]=
a.positionScreen;
L[1]=
b.positionScreen;
L[2]=
c.positionScreen;
return E.isIntersectionBox(
Q.setFromPoints(
L))},
q=
function(
a,
b,
c){
return 0>(
c.positionScreen.x-
a.positionScreen.x)*(
b.positionScreen.y-
a.positionScreen.y)-(
c.positionScreen.y-
a.positionScreen.y)*(
b.positionScreen.x-
a.positionScreen.x)};
return{
setObject:
function(
a){
f=
a;
g=
f.material;
h.getNormalMatrix(
f.matrixWorld);
d.length=0;
e.length=0},
projectVertex:
k,
checkTriangleVisibility:
l,
171checkBackfaceCulling:
q,
pushVertex:
function(
b,
c,
d){
n=
a();
n.position.set(
b,
c,
d);
k(
n)},
pushNormal:
function(
a,
b,
c){
d.push(
a,
b,
c)},
pushUv:
function(
a,
b){
e.push(
a,
b)},
pushLine:
function(
a,
b){
var d=
r[
a],
e=
r[
b];
u=
c();
u.id=
f.id;
u.v1.copy(
d);
u.v2.copy(
e);
u.z=(
d.positionScreen.z+
e.positionScreen.z)/2;
u.material=
f.material;
K.elements.push(
u)},
pushTriangle:
function(
a,
c,
k){
var n=
r[
a],
p=
r[
c],
t=
r[
k];
if(!1!==
l(
n,
p,
t)&&(
g.side===
THREE.DoubleSide||!0===
q(
n,
p,
t))){
s=
b();
s.id=
f.id;
s.v1.copy(
n);
s.v2.copy(
p);
s.v3.copy(
t);
172s.z=(
n.positionScreen.z+
p.positionScreen.z+
t.positionScreen.z)/3;
for(
n=0;3>
n;
n++)
p=3*
arguments[
n],
t=
s.vertexNormalsModel[
n],
t.set(
d[
p],
d[
p+1],
d[
p+2]),
t.applyMatrix3(
h).normalize(),
p=2*
arguments[
n],
s.uvs[
n].set(
e[
p],
e[
p+1]);
s.vertexNormalsLength=3;
s.material=
f.material;
K.elements.push(
s)}}}};this.
projectScene=
function(
n,
t,
w,
v){I=
D=
p=0;
K.elements.length=0;!0===
n.autoUpdate&&
n.updateMatrixWorld();
void 0===
t.parent&&
t.updateMatrixWorld();
R.copy(
t.matrixWorldInverse.getInverse(
t.matrixWorld));
B.multiplyMatrices(
t.projectionMatrix,
174!0===
w&&
K.objects.sort(
e);
n=0;
for(
w=
K.objects.length;
n<
w;
n++){
var A=
K.objects[
n].object,
x=
A.geometry;
X.setObject(
A);
S=
A.matrixWorld;
q=0;
if(
A instanceof THREE.Mesh)
if(
x instanceof THREE.BufferGeometry){
var z=
x.attributes,
A=
x.offsets;
if(
void 0!==
z.position){
for(
var G=
z.position.array,
x=0,
y=
G.length;
x<
y;
x+=3)
X.pushVertex(
G[
x],
G[
x+1],
G[
x+2]);
if(
void 0!==
z.normal)
for(
var L=
z.normal.array,
x=0,
y=
L.length;
x<
y;
x+=3)
X.pushNormal(
L[
x],
L[
x+1],
L[
x+2]);
if(
void 0!==
z.uv)
for(
L=
z.uv.array,
x=0,
y=
L.length;
x<
y;
x+=2)
X.pushUv(
L[
x],
175L[
x+1]);
if(
void 0!==
z.index)
if(
z=
z.index.array,0<
A.length)
for(
n=0;
n<
A.length;
n++)
for(
y=
A[
n],
G=
y.index,
x=
y.start,
y=
y.start+
y.count;
x<
y;
x+=3)
X.pushTriangle(
z[
x]+
G,
z[
x+1]+
G,
z[
x+2]+
G);
else for(
x=0,
y=
z.length;
x<
y;
x+=3)
X.pushTriangle(
z[
x],
z[
x+1],
z[
x+2]);
else for(
x=0,
y=
G.length/3;
x<
y;
x+=3)
X.pushTriangle(
x,
x+1,
x+2)}}
else{
if(
x instanceof THREE.Geometry){
var Q=
x.vertices,
y=
x.faces,
z=
x.faceVertexUvs[0];
W.getNormalMatrix(
S);
for(
var G=
A.material
instanceof THREE.MeshFaceMaterial,
L=!0===
G?
A.material:
null,
E=0,
ca=
176Q.length;
E<
ca;
E++){
var la=
Q[
E];
X.pushVertex(
la.x,
la.y,
la.z)}
Q=0;
for(
E=
y.length;
Q<
E;
Q++){
var ca=
y[
Q],
qa=!0===
G?
L.materials[
ca.materialIndex]:
A.material;
if(
void 0!==
qa){
var ua=
qa.side,
la=
r[
ca.a],
ja=
r[
ca.b],
Fa=
r[
ca.c];
if(!0===
qa.morphTargets){
var va=
x.morphTargets,
Ka=
A.morphTargetInfluences,
aa=
la.position,
ra=
ja.position,
Da=
Fa.position;
N.set(0,0,0);
ba.set(0,0,0);
P.set(0,0,0);
for(
var Qa=0,
cb=
va.length;
Qa<
cb;
Qa++){
var Ga=
Ka[
Qa];
if(0!==
Ga){
var xa=
va[
Qa].vertices;
N.x+=(
xa[
ca.a].x-
aa.x)*
Ga;
N.y+=(
xa[
ca.a].y-
180THREE.Geometry&&(
V.multiplyMatrices(
B,
S),
Q=
A.geometry.vertices,0!==
Q.length))
for(
la=
a(),
la.positionScreen.copy(
Q[0]).applyMatrix4(
V),
z=
A.type===
THREE.LinePieces?2:1,
E=1,
ca=
Q.length;
E<
ca;
E++)
la=
a(),
la.positionScreen.copy(
Q[
E]).applyMatrix4(
V),0<(
E+1)%
z||(
ja=
r[
q-2],
oa.copy(
la.positionScreen),
$.copy(
ja.positionScreen),!0===
f(
oa,
$)&&(
oa.multiplyScalar(1/
oa.w),
$.multiplyScalar(1/
$.w),
u=
c(),
u.id=
A.id,
u.v1.positionScreen.copy(
oa),
u.v2.positionScreen.copy(
$),
u.z=
Math.max(
oa.z,
$.z),
u.material=
A.material,
A.material.vertexColors===
181THREE.VertexColors&&(
u.vertexColors[0].copy(
A.geometry.colors[
E]),
u.vertexColors[1].copy(
A.geometry.colors[
E-1])),
K.elements.push(
u)))}
else A instanceof THREE.Sprite&&(
J.set(
S.elements[12],
S.elements[13],
S.elements[14],1),
J.applyMatrix4(
B),
x=1/
J.w,
J.z*=
x,-1<=
J.z&&1>=
J.z&&(
C=
d(),
C.id=
A.id,
C.x=
J.x*
x,
C.y=
J.y*
x,
C.z=
J.z,
C.object=
A,
C.rotation=
A.rotation,
C.scale.x=
A.scale.x*
Math.abs(
C.x-(
J.x+
t.projectionMatrix.elements[0])/(
J.w+
t.projectionMatrix.elements[12])),
C.scale.y=
A.scale.y*
Math.abs(
C.y-(
J.y+
t.projectionMatrix.elements[5])/
184THREE.Face4=
function(
a,
b,
c,
d,
e,
f,
g){
console.warn(
"THREE.Face4 has been removed. A THREE.Face3 will be created instead.");
return new THREE.Face3(
a,
b,
c,
e,
f,
g)};
THREE.BufferAttribute=
function(
a,
b){this.
array=
a;this.
itemSize=b};
185THREE.BufferAttribute.prototype={
constructor:
THREE.BufferAttribute,
get length(){
return this.
array.length},
set:
function(
a){this.
array.set(a);
return this},
setX:
function(
a,
b){this.
array[a*this.
itemSize]=
b;
return this},
setY:
function(
a,
b){this.
array[a*this.
itemSize+1]=
b;
return this},
setZ:
function(
a,
b){this.
array[a*this.
itemSize+2]=
b;
return this},
setXY:
function(
a,
b,
c){a*=this.
itemSize;this.
array[
a]=
b;this.
array[a+1]=
c;
return this},
setXYZ:
function(
a,
b,
c,
d){
a*=this.
itemSize;this.
array[
a]=
b;this.
array[a+1]=
187THREE.Uint8Attribute=
function(
a,
b){
console.warn(
"THREE.Uint8Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.");
return new THREE.BufferAttribute(
a,
b)};
THREE.Uint8ClampedAttribute=
function(
a,
b){
console.warn(
"THREE.Uint8ClampedAttribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.");
return new THREE.BufferAttribute(
a,
b)};
188THREE.Int16Attribute=
function(
a,
b){
console.warn(
"THREE.Int16Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.");
return new THREE.BufferAttribute(
a,
b)};
THREE.Uint16Attribute=
function(
a,
b){
console.warn(
"THREE.Uint16Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.");
return new THREE.BufferAttribute(
a,
b)};
189THREE.Int32Attribute=
function(
a,
b){
console.warn(
"THREE.Int32Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.");
return new THREE.BufferAttribute(
a,
b)};
THREE.Uint32Attribute=
function(
a,
b){
console.warn(
"THREE.Uint32Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.");
return new THREE.BufferAttribute(
a,
b)};
190THREE.Float32Attribute=
function(
a,
b){
console.warn(
"THREE.Float32Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.");
return new THREE.BufferAttribute(
a,
b)};
THREE.Float64Attribute=
function(
a,
b){
console.warn(
"THREE.Float64Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.");
return new THREE.BufferAttribute(
a,
b)};
192THREE.BufferGeometry.prototype={
constructor:
THREE.BufferGeometry,
addAttribute:
function(
a,
b,
c){!1===b
instanceof THREE.BufferAttribute?(
console.warn(
"THREE.BufferGeometry: .addAttribute() now expects ( name, attribute )."),this.
attributes[
a]={
array:
b,
itemSize:c}):
this.
attributes[
a]=
b},
getAttribute:
function(
a){
return this.
attributes[
a]},
addDrawCall:
function(
a,
b,
c){this.
drawcalls.push({start:
a,
count:
b,
index:
void 0!==
c?
c:0})},
applyMatrix:
function(
a){
var b=this.
attributes.position;
void 0!==b&&(
a.applyToVector3Array(
b.array),
193b.needsUpdate=!0);
b=this.
attributes.normal;
void 0!==b&&((
new THREE.Matrix3).
getNormalMatrix(
a).applyToVector3Array(
b.array),
b.needsUpdate=!0)},
fromGeometry:
function(
a,
b){
b=
b||{
vertexColors:
THREE.NoColors};
var c=
a.vertices,
d=
a.faces,
e=
a.faceVertexUvs,
f=
b.vertexColors,
g=0<
e[0].length,
h=3==
d[0].vertexNormals.length,
k=
new Float32Array(9*
d.length);this.
addAttribute(
"position",
new THREE.BufferAttribute(k,3));
var l=
new Float32Array(9*
d.length);this.
addAttribute(
"normal",
new THREE.BufferAttribute(l,3));
if(
f!==
194THREE.NoColors){
var n=
new Float32Array(9*
d.length);this.
addAttribute(
"color",
new THREE.BufferAttribute(n,3))}
if(!0===
g){
var q=
new Float32Array(6*
d.length);this.
addAttribute(
"uvs",
new THREE.BufferAttribute(q,2))}
for(
var r=0,
t=0,
s=0;
r<
d.length;
r++,
t+=6,
s+=9){
var p=
d[
r],
v=
c[
p.a],
w=
c[
p.b],
u=
c[
p.c];
k[
s]=
v.x;
k[
s+1]=
v.y;
k[
s+2]=
v.z;
k[
s+3]=
w.x;
k[
s+4]=
w.y;
k[
s+5]=
w.z;
k[
s+6]=
u.x;
k[
s+7]=
u.y;
k[
s+8]=
u.z;!0===
h?(
v=
p.vertexNormals[0],
w=
p.vertexNormals[1],
u=
p.vertexNormals[2],
l[
s]=
v.x,
l[
s+1]=
v.y,
l[
s+2]=
v.z,
l[
s+3]=
195w.x,
l[
s+4]=
w.y,
l[
s+5]=
w.z,
l[
s+6]=
u.x,
l[
s+7]=
u.y,
l[
s+8]=
u.z):(
v=
p.
normal,
l[
s]=
v.
x,
l[
s+1]=
v.
y,
l[
s+2]=
v.
z,
l[
s+3]=
v.
x,
l[
s+4]=
v.
y,
l[
s+5]=
v.
z,
l[
s+6]=
v.
x,
l[
s+7]=
v.
y,
l[
s+8]=
v.
z);
f===
THREE.FaceColors?(
p=
p.color,
n[
s]=
p.r,
n[
s+1]=
p.g,
n[
s+2]=
p.b,
n[
s+3]=
p.r,
n[
s+4]=
p.g,
n[
s+5]=
p.b,
n[
s+6]=
p.r,
n[
s+7]=
p.g,
n[
s+8]=
p.b):
f===
THREE.
VertexColors&&(
v=
p.
vertexColors[0],
w=
p.
vertexColors[1],
p=
p.
vertexColors[2],
n[
s]=
v.
r,
n[
s+1]=
v.
g,
n[
s+2]=
v.
b,
n[
s+3]=
w.
r,
n[
s+4]=
w.
g,
n[
s+5]=
w.
b,
n[
s+6]=
p.
r,
n[
s+7]=
p.
g,
n[
s+8]=
p.
b);!0===
g&&(
p=
e[0][
r][0],
196v=
e[0][
r][1],
w=
e[0][
r][2],
q[
t]=
p.x,
q[
t+1]=
p.y,
q[
t+2]=
v.x,
q[
t+3]=
v.y,
q[
t+4]=
w.x,
q[
t+5]=
w.y)}this.
computeBoundingSphere();
return this},
computeBoundingBox:
function(){
null===this.
boundingBox&&(this.
boundingBox=
new THREE.Box3);
var a=this.
attributes.position.array;
if(a){
var b=this.
boundingBox;3<=a.length&&(
b.min.x=
b.max.x=
a[0],
b.min.y=
b.max.y=
a[1],
b.min.z=
b.max.z=
a[2]);
for(
var c=3,
d=
a.length;
c<
d;
c+=3){
var e=
a[
c],
f=
a[
c+1],
g=
a[
c+2];
e<
b.min.x?
b.min.x=
e:
e>
b.max.x&&(
b.max.x=
e);
f<
b.min.y?
b.min.y=
f:
f>
b.max.y&&
197(
b.max.y=
f);
g<
b.min.z?
b.min.z=
g:
g>
b.max.z&&(
b.max.z=
g)}}
if(
void 0===
a||0===
a.length)this.boundingBox.min.set(0,0,0),this.boundingBox.max.set(0,0,0);(
isNaN(this.boundingBox.min.x)||
isNaN(this.boundingBox.min.y)||
isNaN(this.boundingBox.min.z))&&
console.error(
'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.')},
computeBoundingSphere:
function(){
var a=
new THREE.Box3,
b=
new THREE.Vector3;
return function(){
null===this.
boundingSphere&&
198(this.
boundingSphere=
new THREE.Sphere);
var c=this.
attributes.position.array;
if(c){
a.makeEmpty();
for(
var d=this.boundingSphere.center,
e=0,
f=
c.length;
e<
f;
e+=3)
b.set(
c[
e],
c[
e+1],
c[
e+2]),
a.expandByPoint(
b);
a.center(
d);
for(
var g=0,
e=0,
f=
c.length;
e<
f;
e+=3)
b.set(
c[
e],
c[
e+1],
c[
e+2]),
g=
Math.max(
g,
d.distanceToSquared(
b));this.boundingSphere.radius=
Math.sqrt(
g);
isNaN(this.boundingSphere.radius)&&
console.error(
'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.')}}}(),
199computeFaceNormals:
function(){},
computeVertexNormals:
function(){
if(this.
attributes.position){
var a,
b,
c,
d;a=this.
attributes.position.array.length;
if(
void 0===this.
attributes.normal)this.
attributes.normal={
itemSize:3,
array:
new Float32Array(a)};
else for(
a=0,
b=this.
attributes.normal.array.length;a<
b;
a++)this.
attributes.normal.array[a]=0;
var e=this.
attributes.position.array,f=this.
attributes.normal.array,
g,
h,
k,
l,
n,
q,r=
new THREE.Vector3,
t=
new THREE.Vector3,
s=
new THREE.Vector3,
p=
new THREE.Vector3,
v=
new THREE.Vector3;
200if(this.
attributes.index){
var w=this.
attributes.index.array,u=0<this.
offsets.length?this.
offsets:[{start:0,
count:
w.length,
index:0}];
c=0;
for(
d=
u.length;
c<
d;++
c){
b=
u[
c].start;
g=
u[
c].count;
var D=
u[
c].index;
a=
b;
for(
b+=
g;
a<
b;
a+=3)
g=
D+
w[
a],
h=
D+
w[
a+1],
k=
D+
w[
a+2],
l=
e[3*
g],
n=
e[3*
g+1],
q=
e[3*
g+2],
r.set(
l,
n,
q),
l=
e[3*
h],
n=
e[3*
h+1],
q=
e[3*
h+2],
t.set(
l,
n,
q),
l=
e[3*
k],
n=
e[3*
k+1],
q=
e[3*
k+2],
s.set(
l,
n,
q),
p.subVectors(
s,
t),
v.subVectors(
r,
t),
p.cross(
v),
f[3*
g]+=
p.x,
f[3*
g+1]+=
p.y,
f[3*
g+2]+=
p.z,
f[3*
h]+=
p.x,
f[3*
h+1]+=
p.y,
201f[3*
h+2]+=
p.z,
f[3*
k]+=
p.x,
f[3*
k+1]+=
p.y,
f[3*
k+2]+=
p.z}}
else for(
a=0,
b=
e.length;
a<
b;
a+=9)
l=
e[
a],
n=
e[
a+1],
q=
e[
a+2],
r.set(
l,
n,
q),
l=
e[
a+3],
n=
e[
a+4],
q=
e[
a+5],
t.set(
l,
n,
q),
l=
e[
a+6],
n=
e[
a+7],
q=
e[
a+8],
s.set(
l,
n,
q),
p.subVectors(
s,
t),
v.subVectors(
r,
t),
p.cross(
v),
f[
a]=
p.x,
f[
a+1]=
p.y,
f[
a+2]=
p.z,
f[
a+3]=
p.x,
f[
a+4]=
p.y,
f[
a+5]=
p.z,
f[
a+6]=
p.x,
f[
a+7]=
p.y,
f[
a+8]=
p.z;this.
normalizeNormals();this.
normalsNeedUpdate=!0}},
computeTangents:
function(){
function a(a,
b,
c){
q=
d[3*
a];
r=
d[3*
a+1];
t=
d[3*
a+2];
s=
d[3*
b];
p=
d[3*
b+1];
v=
d[3*
203Pa=0>
Ba?-1:1;
h[4*
a]=
Ea.x;
h[4*
a+1]=
Ea.y;
h[4*
a+2]=
Ea.z;
h[4*
a+3]=
Pa}
if(
void 0===this.
attributes.index||
void 0===
this.attributes.position||
void 0===
this.attributes.normal||
void 0===
this.attributes.uv)
console.warn(
"Missing required attributes (index, position, normal or uv) in BufferGeometry.computeTangents()");
else{
var c=this.
attributes.index.array,d=this.
attributes.position.array,e=this.
attributes.normal.array,f=this.
attributes.uv.array,g=
d.length/3;
void 0===this.
attributes.tangent&&(this.
attributes.tangent=
204{
itemSize:4,
array:
new Float32Array(4*g)});
for(
var h=this.
attributes.tangent.array,k=[],
l=[],
n=0;
n<
g;
n++)
k[
n]=
new THREE.Vector3,
l[
n]=
new THREE.Vector3;
var q,
r,
t,
s,
p,
v,
w,
u,
D,
A,
x,
C,
I,
z,
y,
K,
N,
ba,
P,
O,
J,
E,
Q,
L,
R,
B,
S=
new THREE.Vector3,
V=
new THREE.Vector3,
W,
H,
oa,
$,
X,
T=this.
offsets,n=0;
for(
H=
T.length;
n<
H;++
n){
W=
T[
n].start;
oa=
T[
n].count;
var ya=
T[
n].index,
g=
W;
for(
W+=
oa;
g<
W;
g+=3)
oa=
ya+
c[
g],
$=
ya+
c[
g+1],
X=
ya+
c[
g+2],
a(
oa,
$,
X)}
var Ea=
new THREE.Vector3,
Aa=
new THREE.Vector3,
za=
new THREE.Vector3,
Oa=
new THREE.Vector3,
205Pa,
G,
Ba,
n=0;
for(
H=
T.length;
n<
H;++
n)
for(
W=
T[
n].start,
oa=
T[
n].
count,
ya=
T[
n].
index,
g=
W,
W+=
oa;
g<
W;
g+=3)
oa=
ya+
c[
g],
$=
ya+
c[
g+1],
X=
ya+
c[
g+2],
b(
oa),
b(
$),
b(
X)}},
computeOffsets:
function(
a){
var b=
a;
void 0===
a&&(
b=65535);
Date.now();
a=this.
attributes.index.array;
for(
var c=this.
attributes.position.array,d=
a.length/3,
e=
new Uint16Array(
a.length),
f=0,
g=0,
h=[{start:0,
count:0,
index:0}],
k=
h[0],
l=0,
n=0,
q=
new Int32Array(6),
r=
new Int32Array(
c.length),
t=
new Int32Array(
c.length),
s=0;
s<
c.length;
s++)
r[
s]=-1,
t[
s]=-1;
for(
c=0;
c<
206d;
c++){
for(
var p=
n=0;3>
p;
p++)
s=
a[3*
c+
p],-1==
r[
s]?(
q[2*
p]=
s,
q[2*
p+1]=-1,
n++):
r[
s]<
k.index?(
q[2*
p]=
s,
q[2*
p+1]=-1,
l++):(
q[2*
p]=
s,
q[2*
p+1]=
r[
s]);
if(
g+
n>
k.index+
b)
for(
k={start:
f,
count:0,
index:
g},
h.push(
k),
n=0;6>
n;
n+=2)
p=
q[
n+1],-1<
p&&
p<
k.index&&(
q[
n+1]=-1);
for(
n=0;6>
n;
n+=2)
s=
q[
n],
p=
q[
n+1],-1===
p&&(
p=
g++),
r[
s]=
p,
t[
p]=
s,
e[
f++]=
p-
k.index,
k.count++}this.
reorderBuffers(e,
t,
g);
return this.
offsets=h},
merge:
function(){
console.log(
"BufferGeometry.merge(): TODO")},
normalizeNormals:
function(){
for(
var a=this.
attributes.normal.array,
207b,
c,
d,
e=0,
f=
a.length;
e<
f;
e+=3)
b=
a[
e],
c=
a[
e+1],
d=
a[
e+2],
b=1/
Math.sqrt(
b*
b+
c*
c+
d*
d),
a[
e]*=
b,
a[
e+1]*=
b,
a[
e+2]*=
b},
reorderBuffers:
function(
a,
b,
c){
var d={},
e=[
Int8Array,
Uint8Array,
Uint8ClampedArray,
Int16Array,
Uint16Array,
Int32Array,
Uint32Array,
Float32Array,
Float64Array],
f;
for(
f in this.
attributes)
if(
"index"!=f)
for(
var g=this.attributes[
f].
array,
h=0,
k=
e.length;
h<
k;
h++){
var l=
e[
h];
if(
g instanceof l){
d[
f]=
new l(this.attributes[
f].
itemSize*
c);
break}}
for(
e=0;
e<
c;
e++)
for(
f in g=
b[
e],this.attributes)
if(
"index"!=
208f)
for(
var h=this.attributes[
f].
array,
k=this.attributes[
f].
itemSize,
l=
d[
f],
n=0;
n<
k;
n++)
l[
e*
k+
n]=
h[
g*
k+
n];this.attributes.index.array=
a;
for(
f in this.attributes)
"index"!=
f&&(this.attributes[
f].array=
d[
f],this.attributes[
f].numItems=this.attributes[
f].itemSize*
c)},
clone:
function(){
var a=
new THREE.BufferGeometry,
b=[
Int8Array,
Uint8Array,
Uint8ClampedArray,
Int16Array,
Uint16Array,
Int32Array,
Uint32Array,
Float32Array,
Float64Array],
c;
for(
c in this.attributes){
for(
var d=this.attributes[
c],
e=
d.array,
f={
itemSize:
d.
itemSize,
213center:
function(){this.
computeBoundingBox();
var a=
new THREE.Vector3;
a.addVectors(this.boundingBox.min,
this.boundingBox.max);
a.multiplyScalar(-0.5);this.
applyMatrix((
new THREE.Matrix4).makeTranslation(a.x,
a.y,
a.z));this.
computeBoundingBox();
return a},
computeFaceNormals:
function(){
for(
var a=
new THREE.Vector3,
b=
new THREE.Vector3,
c=0,
d=
this.faces.length;
c<
d;
c++){
var e=this.faces[
c],
f=this.
vertices[e.a],
g=this.
vertices[e.b];
a.subVectors(this.
vertices[e.c],
g);
b.subVectors(
f,
g);
a.cross(
b);
a.normalize();
214e.normal.copy(
a)}},
computeVertexNormals:
function(
a){
var b,
c,
d;
d=
Array(this.
vertices.length);b=0;
for(
c=this.
vertices.length;b<
c;
b++)
d[
b]=
new THREE.Vector3;
if(
a){
var e,
f,
g,
h=
new THREE.Vector3,
k=
new THREE.Vector3;
new THREE.Vector3;
new THREE.Vector3;
new THREE.Vector3;
a=0;
for(
b=this.faces.length;
a<
b;
a++)
c=this.faces[
a],
e=this.
vertices[c.a],
f=
this.vertices[
c.b],
g=
this.vertices[
c.c],
h.subVectors(
g,
f),
k.subVectors(
e,
f),
h.cross(
k),
d[
c.a].add(
h),
d[
c.b].add(
h),
d[
c.c].add(
h)}
else for(
a=0,
b=this.faces.length;
a<
215b;
a++)
c=this.faces[
a],
d[
c.a].add(
c.normal),
d[
c.b].add(
c.normal),
d[
c.c].add(
c.normal);
b=0;
for(
c=this.
vertices.length;b<
c;
b++)
d[
b].
normalize();
a=0;
for(
b=this.faces.length;
a<
b;
a++)
c=this.faces[
a],
c.vertexNormals[0]=
d[
c.a].clone(),
c.vertexNormals[1]=
d[
c.b].clone(),
c.vertexNormals[2]=
d[
c.c].clone()},
computeMorphNormals:
function(){
var a,
b,
c,
d,
e;
c=0;
for(
d=this.faces.length;
c<
d;
c++)
for(
e=this.faces[
c],
e.__originalFaceNormal?
e.__originalFaceNormal.copy(
e.normal):
e.__originalFaceNormal=
e.normal.clone(),
e.__originalVertexNormals||
2170;
for(
d=this.faces.length;
c<
d;
c++)
h=
new THREE.Vector3,
k={
a:
new THREE.
Vector3,
b:
new THREE.
Vector3,
c:
new THREE.
Vector3},
e.
push(
h),
g.
push(
k)}
g=
this.
morphNormals[
a];
f.vertices=this.
morphTargets[
a].vertices;f.computeFaceNormals();
f.computeVertexNormals();
c=0;
for(
d=this.faces.length;
c<
d;
c++)
e=this.faces[
c],
h=
g.faceNormals[
c],
k=
g.vertexNormals[
c],
h.copy(
e.normal),
k.a.copy(
e.vertexNormals[0]),
k.b.copy(
e.vertexNormals[1]),
k.c.copy(
e.vertexNormals[2])}
c=0;
for(
d=this.faces.length;
c<
d;
c++)
e=this.faces[
c],
e.normal=
218e.__originalFaceNormal,
e.vertexNormals=
e.__originalVertexNormals},
computeTangents:
function(){
var a,
b,
c,
d,
e,
f,
g,
h,
k,
l,
n,
q,
r,
t,
s,
p,
v,
w=[],
u=[];
c=
new THREE.Vector3;
var D=
new THREE.Vector3,
A=
new THREE.Vector3,
x=
new THREE.Vector3,
C=
new THREE.Vector3;
a=0;
for(
b=this.
vertices.length;a<
b;
a++)
w[
a]=
new THREE.Vector3,
u[
a]=
new THREE.Vector3;
a=0;
for(
b=this.faces.length;
a<
b;
a++)
e=this.faces[
a],
f=this.
faceVertexUvs[0][a],
d=
e.a,
v=
e.b,
e=
e.c,
g=
this.vertices[
d],
h=
this.vertices[
v],
k=
this.vertices[
e],
l=
f[0],
n=
f[1],
q=
f[2],
219f=
h.x-
g.x,
r=
k.x-
g.x,
t=
h.y-
g.y,
s=
k.y-
g.y,
h=
h.z-
g.z,
g=
k.z-
g.z,
k=
n.x-
l.x,
p=
q.x-
l.x,
n=
n.y-
l.y,
l=
q.y-
l.y,
q=1/(
k*
l-
p*
n),
c.set((
l*
f-
n*
r)*
q,(
l*
t-
n*
s)*
q,(
l*
h-
n*
g)*
q),
D.set((
k*
r-
p*
f)*
q,(
k*
s-
p*
t)*
q,(
k*
g-
p*
h)*
q),
w[
d].
add(
c),
w[
v].add(
c),
w[
e].add(
c),
u[
d].add(
D),
u[
v].add(
D),
u[
e].add(
D);
D=[
"a",
"b",
"c",
"d"];
a=0;
for(
b=this.faces.length;
a<
b;
a++)
for(
e=this.faces[
a],
c=0;
c<
Math.min(
e.vertexNormals.length,3);
c++)
C.copy(
e.vertexNormals[
c]),
d=
e[
D[
c]],
v=
w[
d],
A.copy(
v),
A.sub(
C.multiplyScalar(
C.dot(
v))).
normalize(),
x.crossVectors(
e.vertexNormals[
c],
220v),
d=
x.dot(
u[
d]),
d=0>
d?-1:1,
e.vertexTangents[
c]=
new THREE.Vector4(
A.x,
A.y,
A.z,
d);this.
hasTangents=!0},
computeLineDistances:
function(){
for(
var a=0,
b=this.
vertices,c=0,
d=
b.length;
c<
d;
c++)0<
c&&(
a+=
b[
c].
distanceTo(
b[
c-1])),this.
lineDistances[c]=
a},
computeBoundingBox:
function(){
null===this.boundingBox&&(this.boundingBox=
new THREE.Box3);this.boundingBox.setFromPoints(this.
vertices)},
computeBoundingSphere:
function(){
null===this.boundingSphere&&(this.boundingSphere=
new THREE.Sphere);this.boundingSphere.setFromPoints(this.
vertices)},
221merge:
function(
a,
b,
c){
if(!1===a
instanceof THREE.Geometry)
console.error(
"THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.",
a);
else{
var d,
e=this.
vertices.length,f=this.
vertices,g=
a.vertices,
h=this.faces,
k=
a.faces,
l=this.
faceVertexUvs[0];a=
a.faceVertexUvs[0];
void 0===
c&&(
c=0);
void 0!==
b&&(
d=(
new THREE.Matrix3).
getNormalMatrix(
b));
for(
var n=0,
q=
g.length;
n<
q;
n++){
var r=
g[
n].clone();
void 0!==
b&&
r.applyMatrix4(
b);
f.push(
r)}
n=0;
for(
q=
k.length;
n<
q;
n++){
var g=
k[
n],
t,
s=
g.vertexNormals,
p=
222g.vertexColors,
r=
new THREE.Face3(
g.a+
e,
g.b+
e,
g.c+
e);
r.normal.copy(
g.normal);
void 0!==
d&&
r.normal.applyMatrix3(
d).normalize();
b=0;
for(
f=
s.length;
b<
f;
b++)
t=
s[
b].
clone(),
void 0!==
d&&
t.applyMatrix3(
d).normalize(),
r.vertexNormals.push(
t);
r.color.copy(
g.color);
b=0;
for(
f=
p.length;
b<
f;
b++)
t=
p[
b],
r.vertexColors.push(
t.clone());
r.materialIndex=
g.materialIndex+
c;
h.push(
r)}
n=0;
for(
q=
a.length;
n<
q;
n++)
if(
c=
a[
n],
d=[],
void 0!==
c){
b=0;
for(
f=
c.length;
b<
f;
b++)
d.push(
new THREE.Vector2(
c[
b].x,
c[
b].y));
l.push(
d)}}},
mergeVertices:
function(){
var a=
223{},
b=[],
c=[],
d,
e=
Math.pow(10,4),
f,
g;
f=0;
for(
g=this.
vertices.length;f<
g;
f++)
d=this.
vertices[f],
d=
Math.round(
d.x*
e)+
"_"+
Math.round(
d.y*
e)+
"_"+
Math.round(
d.z*
e),
void 0===
a[
d]?(
a[
d]=
f,
b.push(this.
vertices[f]),
c[
f]=
b.length-1):
c[
f]=
c[
a[
d]];
a=[];
f=0;
for(
g=this.faces.length;
f<
g;
f++)
for(
e=this.faces[
f],
e.a=
c[
e.a],
e.b=
c[
e.b],
e.c=
c[
e.c],
e=[
e.a,
e.b,
e.c],
d=0;3>
d;
d++)
if(
e[
d]==
e[(
d+1)%3]){
a.push(
f);
break}
for(
f=
a.length-1;0<=
f;
f--)
for(
e=
a[
f],this.faces.splice(
e,1),
c=0,
g=this.
faceVertexUvs.length;c<
g;
c++)this.
faceVertexUvs[c].
splice(
e,
2241);
f=this.
vertices.length-b.length;this.
vertices=
b;
return f},
makeGroups:
function(){
var a=0;
return function(
b,
c){
var d,
e,
f,
g,
h={},
k,
l=this.
morphTargets.length,n=this.
morphNormals.length;this.
geometryGroups={};this.
geometryGroupsList=[];d=0;
for(
e=this.faces.length;
d<
e;
d++)
f=this.faces[
d],
f=
b?
f.materialIndex:0,
f in h||(
h[
f]={
hash:
f,
counter:0}),
g=
h[
f].
hash+
"_"+
h[
f].
counter,
g in this.
geometryGroups||(k={
id:
a++,
faces3:[],
materialIndex:
f,
vertices:0,
numMorphTargets:
l,
numMorphNormals:
n},this.
geometryGroups[
g]=
225k,this.
geometryGroupsList.push(k)),this.
geometryGroups[g].
vertices+3>
c&&(
h[
f].
counter+=1,
g=
h[
f].
hash+
"_"+
h[
f].
counter,
g in this.
geometryGroups||(k={
id:
a++,
faces3:[],
materialIndex:
f,
vertices:0,
numMorphTargets:
l,
numMorphNormals:
n},this.
geometryGroups[
g]=
k,this.
geometryGroupsList.push(k))),this.
geometryGroups[g].
faces3.push(
d),this.
geometryGroups[
g].vertices+=3}}(),
clone:
function(){
for(
var a=
new THREE.Geometry,
b=
this.vertices,
c=0,
d=
b.length;
c<
d;
c++)
a.vertices.push(
b[
c].clone());
b=this.faces;
c=0;
for(
d=
228THREE.CubeCamera=
function(
a,
b,
c){
THREE.Object3D.call(
this);
var d=
new THREE.PerspectiveCamera(90,1,
a,
b);
d.up.set(0,-1,0);
d.lookAt(
new THREE.Vector3(1,0,0));this.
add(d);
var e=
new THREE.PerspectiveCamera(90,1,
a,
b);
e.up.set(0,-1,0);
e.lookAt(
new THREE.Vector3(-1,0,0));this.
add(e);
var f=
new THREE.PerspectiveCamera(90,1,
a,
b);
f.up.set(0,0,1);
f.lookAt(
new THREE.Vector3(0,1,0));this.
add(f);
var g=
new THREE.PerspectiveCamera(90,1,
a,
b);
g.up.set(0,0,-1);
g.lookAt(
new THREE.Vector3(0,-1,0));this.
add(g);
var h=
new THREE.PerspectiveCamera(90,
2291,
a,
b);
h.up.set(0,-1,0);
h.lookAt(
new THREE.Vector3(0,0,1));this.
add(h);
var k=
new THREE.PerspectiveCamera(90,1,
a,
b);
k.up.set(0,-1,0);
k.lookAt(
new THREE.Vector3(0,0,-1));this.
add(k);this.
renderTarget=
new THREE.WebGLRenderTargetCube(c,
c,{format:
THREE.RGBFormat,
magFilter:
THREE.LinearFilter,
minFilter:
THREE.LinearFilter});this.
updateCubeMap=
function(
a,
b){
var c=this.
renderTarget,r=
c.generateMipmaps;
c.generateMipmaps=!1;
c.activeCubeFace=0;
a.render(
b,
d,
c);
c.activeCubeFace=1;
a.render(
b,
e,
c);
c.activeCubeFace=
2302;
a.render(
b,
f,
c);
c.activeCubeFace=3;
a.render(
b,
g,
c);
c.activeCubeFace=4;
a.render(
b,
h,
c);
c.generateMipmaps=
r;
c.activeCubeFace=5;
a.render(
b,
k,
c)}};
THREE.CubeCamera.prototype=
Object.create(
THREE.Object3D.prototype);
THREE.OrthographicCamera=
function(
a,
b,
c,
d,
e,
f){
THREE.Camera.call(
this);this.
left=
a;this.
right=
b;this.
top=
c;this.
bottom=
d;this.
near=
void 0!==e?
e:0.1;this.
far=
void 0!==f?
f:2
E3;this.
updateProjectionMatrix()};
THREE.OrthographicCamera.prototype=
Object.create(
THREE.Camera.prototype);
234THREE.PerspectiveCamera.prototype.updateProjectionMatrix=
function(){
if(this.
fullWidth){
var a=this.
fullWidth/this.
fullHeight,b=
Math.tan(
THREE.Math.degToRad(0.5*
this.fov))*this.
near,c=-
b,
d=
a*
c,
a=
Math.abs(
a*
b-
d),
c=
Math.abs(
b-
c);this.
projectionMatrix.makeFrustum(d+this.x*
a/this.
fullWidth,d+(this.x+this.
width)*a/this.
fullWidth,b-(this.y+this.
height)*c/this.
fullHeight,b-this.y*
c/this.
fullHeight,this.
near,this.
far)}
else this.
projectionMatrix.makePerspective(this.fov,this.
aspect,this.
near,this.
far)};
235THREE.PerspectiveCamera.prototype.clone=
function(){
var a=
new THREE.PerspectiveCamera;
THREE.Camera.prototype.clone.call(
this,
a);
a.fov=this.fov;
a.aspect=this.
aspect;a.near=this.
near;a.far=this.
far;
return a};
THREE.Light=
function(
a){
THREE.Object3D.call(
this);this.
color=
new THREE.Color(a)};
THREE.Light.prototype=
Object.create(
THREE.Object3D.prototype);
THREE.Light.prototype.clone=
function(
a){
void 0===
a&&(
a=
new THREE.Light);
THREE.Object3D.prototype.clone.call(
this,
a);
a.color.copy(this.
color);
return a};
2390,-1
E3);this.
shadowCascadeCount=2;this.
shadowCascadeBias=[0,0,0];this.
shadowCascadeWidth=[512,512,512];this.
shadowCascadeHeight=[512,512,512];this.
shadowCascadeNearZ=[-1,0.99,0.998];this.
shadowCascadeFarZ=[0.99,0.998,1];this.
shadowCascadeArray=[];this.
shadowMatrix=this.
shadowCamera=this.
shadowMapSize=this.
shadowMap=
null};
THREE.DirectionalLight.prototype=
Object.create(
THREE.Light.prototype);
250"%"):
b+((
a.
loaded/1024).
toFixed(2)+
" KB");this.
statusDomElement.innerHTML=b},
extractUrlBase:
function(
a){
a=
a.split(
"/");
if(1===
a.length)
return"./";
a.pop();
return a.join(
"/")+
"/"},
initMaterials:
function(
a,
b){
for(
var c=[],
d=0;
d<
a.length;++
d)
c[
d]=this.
createMaterial(a[
d],
b);
return c},
needsTangents:
function(
a){
for(
var b=0,
c=
a.length;
b<
c;
b++)
if(
a[
b]
instanceof THREE.ShaderMaterial)
return!0;
return!1},
createMaterial:
function(
a,
b){
function c(
a){
a=
Math.log(
a)/
Math.LN2;
return Math.pow(2,
Math.round(
a))}
function d(
a,
251d,
e,
g,
h,
k,
p){
var v=
b+
e,
w,
u=
THREE.Loader.Handlers.get(
v);
null!==
u?
w=
u.load(
v):(
w=
new THREE.Texture,
u=
f.imageLoader,
u.crossOrigin=
f.crossOrigin,
u.load(
v,
function(
a){
if(!1===
THREE.Math.isPowerOfTwo(
a.width)||!1===
THREE.Math.isPowerOfTwo(
a.height)){var b=c(a.width),d=c(a.height),e=document.createElement(
"canvas");e.width=b;e.height=d;e.getContext(
"2d").drawImage(a,0,0,b,d);w.image=e}
else w.image=
a;
w.needsUpdate=!0}));
w.sourceFile=
e;
g&&(
w.repeat.set(
g[0],
g[1]),1!==
g[0]&&(
w.wrapS=
THREE.RepeatWrapping),
2521!==
g[1]&&(
w.wrapT=
THREE.RepeatWrapping));
h&&
w.offset.set(
h[0],
h[1]);
k&&(
e={
repeat:
THREE.RepeatWrapping,
mirror:
THREE.MirroredRepeatWrapping},
void 0!==
e[
k[0]]&&(
w.wrapS=
e[
k[0]]),
void 0!==
e[
k[1]]&&(
w.wrapT=
e[
k[1]]));
p&&(
w.anisotropy=
p);
a[
d]=
w}
function e(
a){
return(255*
a[0]<<16)+(255*
a[1]<<8)+255*
a[2]}
var f=
this,
g=
"MeshLambertMaterial",
h={
color:15658734,
opacity:1,
map:
null,
lightMap:
null,
normalMap:
null,
bumpMap:
null,
wireframe:!1};
if(
a.shading){
var k=
a.shading.toLowerCase();
"phong"===
k?
g=
"MeshPhongMaterial":
253"basic"===
k&&(
g=
"MeshBasicMaterial")}
void 0!==
a.blending&&
void 0!==
THREE[
a.blending]&&(
h.blending=
THREE[
a.blending]);
if(
void 0!==
a.transparent||1>
a.opacity)
h.transparent=
a.transparent;
void 0!==
a.depthTest&&(
h.depthTest=
a.depthTest);
void 0!==
a.depthWrite&&(
h.depthWrite=
a.depthWrite);
void 0!==
a.visible&&(
h.visible=
a.visible);
void 0!==
a.flipSided&&(
h.side=
THREE.BackSide);
void 0!==
a.doubleSided&&(
h.side=
THREE.DoubleSide);
void 0!==
a.wireframe&&(
h.wireframe=
a.wireframe);
void 0!==
a.vertexColors&&(
"face"===
254a.vertexColors?
h.vertexColors=
THREE.FaceColors:
a.vertexColors&&(
h.vertexColors=
THREE.VertexColors));
a.colorDiffuse?
h.color=
e(
a.colorDiffuse):
a.
DbgColor&&(
h.
color=
a.
DbgColor);
a.colorSpecular&&(
h.specular=
e(
a.colorSpecular));
a.colorAmbient&&(
h.ambient=
e(
a.colorAmbient));
a.colorEmissive&&(
h.emissive=
e(
a.colorEmissive));
a.transparency&&(
h.opacity=
a.transparency);
a.specularCoef&&(
h.shininess=
a.specularCoef);
a.mapDiffuse&&
b&&
d(
h,
"map",
a.mapDiffuse,
a.mapDiffuseRepeat,
a.mapDiffuseOffset,
a.mapDiffuseWrap,
255a.mapDiffuseAnisotropy);
a.mapLight&&
b&&
d(
h,
"lightMap",
a.mapLight,
a.mapLightRepeat,
a.mapLightOffset,
a.mapLightWrap,
a.mapLightAnisotropy);
a.mapBump&&
b&&
d(
h,
"bumpMap",
a.mapBump,
a.mapBumpRepeat,
a.mapBumpOffset,
a.mapBumpWrap,
a.mapBumpAnisotropy);
a.mapNormal&&
b&&
d(
h,
"normalMap",
a.mapNormal,
a.mapNormalRepeat,
a.mapNormalOffset,
a.mapNormalWrap,
a.mapNormalAnisotropy);
a.mapSpecular&&
b&&
d(
h,
"specularMap",
a.mapSpecular,
a.mapSpecularRepeat,
a.mapSpecularOffset,
a.mapSpecularWrap,
a.mapSpecularAnisotropy);
a.mapAlpha&&
256b&&
d(
h,
"alphaMap",
a.mapAlpha,
a.mapAlphaRepeat,
a.mapAlphaOffset,
a.mapAlphaWrap,
a.mapAlphaAnisotropy);
a.mapBumpScale&&(
h.bumpScale=
a.mapBumpScale);
a.mapNormal?(
g=
THREE.ShaderLib.normalmap,
k=
THREE.UniformsUtils.clone(
g.uniforms),
k.tNormal.value=
h.normalMap,
a.mapNormalFactor&&
k.uNormalScale.value.set(
a.mapNormalFactor,
a.mapNormalFactor),
h.map&&(
k.tDiffuse.value=
h.map,
k.enableDiffuse.value=!0),
h.specularMap&&(
k.tSpecular.value=
h.specularMap,
k.enableSpecular.value=!0),
h.lightMap&&(
k.tAO.value=
h.lightMap,
257k.enableAO.value=!0),
k.diffuse.value.setHex(
h.color),
k.specular.value.setHex(
h.specular),
k.ambient.value.setHex(
h.ambient),
k.shininess.value=
h.shininess,
void 0!==
h.opacity&&(
k.opacity.value=
h.opacity),
g=
new THREE.ShaderMaterial({
fragmentShader:
g.
fragmentShader,
vertexShader:
g.
vertexShader,
uniforms:
k,
lights:!0,
fog:!0}),
h.
transparent&&(
g.
transparent=!0)):
g=
new THREE[
g](
h);
void 0!==
a.DbgName&&(
g.name=
a.DbgName);
return g}};
259THREE.XHRLoader.prototype={
constructor:
THREE.XHRLoader,
load:
function(
a,
b,
c,
d){
var e=
this,
f=
e.cache.get(
a);
void 0!==
f?
b&&
b(
f):(
f=
new XMLHttpRequest,
f.
open(
"GET",
a,!0),
f.
addEventListener(
"load",
function(
c){
e.cache.add(
a,this.
response);b&&
b(this.
response);e.manager.itemEnd(
a)},!1),
void 0!==
c&&
f.addEventListener(
"progress",
function(
a){
c(
a)},!1),
void 0!==
d&&
f.addEventListener(
"error",
function(
a){
d(
a)},!1),
void 0!==this.
crossOrigin&&(f.crossOrigin=
this.crossOrigin),
void 0!==this.
responseType&&(f.responseType=
261THREE.ImageLoader.prototype={
constructor:
THREE.ImageLoader,
load:
function(
a,
b,
c,
d){
var e=
this,
f=
e.cache.get(
a);
if(
void 0!==
f)
b(
f);
else return f=
document.createElement(
"img"),
void 0!==
b&&
f.addEventListener(
"load",
function(
c){
e.cache.add(
a,
this);
b(
this);
e.manager.itemEnd(
a)},!1),
void 0!==
c&&
f.addEventListener(
"progress",
function(
a){
c(
a)},!1),
void 0!==
d&&
f.addEventListener(
"error",
function(
a){
d(
a)},!1),
void 0!==this.
crossOrigin&&(f.crossOrigin=
this.crossOrigin),
f.src=
a,
e.manager.itemStart(
a),
f},
setCrossOrigin:
function(
a){this.
crossOrigin=
263THREE.JSONLoader.prototype.loadAjaxJSON=
function(
a,
b,
c,
d,
e){
var f=
new XMLHttpRequest,
g=0;
f.onreadystatechange=
function(){
if(
f.readyState===
f.DONE)
if(200===
f.status||0===
f.status){
if(
f.responseText){
var h=
JSON.parse(
f.responseText);
if(
void 0!==
h.metadata&&
"scene"===
h.metadata.type){
console.error(
'THREE.JSONLoader: "'+
b+
'" seems to be a Scene. Use THREE.SceneLoader instead.');
return}
h=
a.parse(
h,
d);
c(
h.geometry,
h.materials)}
else console.error(
'THREE.JSONLoader: "'+
b+
'" seems to be unreachable or the file is empty.');
264a.onLoadComplete()}
else console.error(
"THREE.JSONLoader: Couldn't load \""+
b+
'" ('+
f.status+
")");
else f.readyState===
f.LOADING?
e&&(0===
g&&(
g=
f.getResponseHeader(
"Content-Length")),
e({
total:
g,
loaded:
f.responseText.length})):
f.readyState===
f.HEADERS_RECEIVED&&
void 0!==
e&&(
g=
f.getResponseHeader(
"Content-Length"))};
f.open(
"GET",
b,!0);
f.withCredentials=this.
withCredentials;f.send(
null)};
265THREE.JSONLoader.prototype.parse=
function(
a,
b){
var c=
new THREE.Geometry,
d=
void 0!==
a.scale?1/
a.scale:1;(
function(
b){
var d,
g,
h,
k,
l,
n,
q,
r,
t,
s,
p,
v,
w,
u=
a.faces;
n=
a.vertices;
var D=
a.normals,
A=
a.colors,
x=0;
if(
void 0!==
a.uvs){
for(
d=0;
d<
a.uvs.length;
d++)
a.uvs[
d].length&&
x++;
for(
d=0;
d<
x;
d++)
c.faceVertexUvs[
d]=[]}
k=0;
for(
l=
n.length;
k<
l;)
d=
new THREE.Vector3,
d.x=
n[
k++]*
b,
d.y=
n[
k++]*
b,
d.z=
n[
k++]*
b,
c.vertices.push(
d);
k=0;
for(
l=
u.length;
k<
l;)
if(
b=
u[
k++],
t=
b&1,
h=
b&2,
d=
b&8,
q=
b&16,
s=
b&32,
n=
b&64,
b&=128,
t){
t=
new THREE.Face3;
266t.a=
u[
k];
t.b=
u[
k+1];
t.c=
u[
k+3];
p=
new THREE.Face3;
p.a=
u[
k+1];
p.b=
u[
k+2];
p.c=
u[
k+3];
k+=4;
h&&(
h=
u[
k++],
t.materialIndex=
h,
p.materialIndex=
h);
h=
c.faces.length;
if(
d)
for(
d=0;
d<
x;
d++)
for(
v=
a.uvs[
d],
c.faceVertexUvs[
d][
h]=[],
c.faceVertexUvs[
d][
h+1]=[],
g=0;4>
g;
g++)
r=
u[
k++],
w=
v[2*
r],
r=
v[2*
r+1],
w=
new THREE.Vector2(
w,
r),2!==
g&&
c.faceVertexUvs[
d][
h].push(
w),0!==
g&&
c.faceVertexUvs[
d][
h+1].push(
w);
q&&(
q=3*
u[
k++],
t.normal.set(
D[
q++],
D[
q++],
D[
q]),
p.normal.copy(
t.normal));
if(
s)
for(
d=0;4>
d;
d++)
q=3*
u[
k++],
s=
new THREE.Vector3(
D[
q++],
267D[
q++],
D[
q]),2!==
d&&
t.vertexNormals.push(
s),0!==
d&&
p.vertexNormals.push(
s);
n&&(
n=
u[
k++],
n=
A[
n],
t.color.setHex(
n),
p.color.setHex(
n));
if(
b)
for(
d=0;4>
d;
d++)
n=
u[
k++],
n=
A[
n],2!==
d&&
t.vertexColors.push(
new THREE.Color(
n)),0!==
d&&
p.vertexColors.push(
new THREE.Color(
n));
c.faces.push(
t);
c.faces.push(
p)}
else{
t=
new THREE.Face3;
t.a=
u[
k++];
t.b=
u[
k++];
t.c=
u[
k++];
h&&(
h=
u[
k++],
t.materialIndex=
h);
h=
c.faces.length;
if(
d)
for(
d=0;
d<
x;
d++)
for(
v=
a.uvs[
d],
c.faceVertexUvs[
d][
h]=[],
g=0;3>
g;
g++)
r=
u[
k++],
w=
v[2*
r],
r=
v[2*
r+1],
268w=
new THREE.Vector2(
w,
r),
c.faceVertexUvs[
d][
h].push(
w);
q&&(
q=3*
u[
k++],
t.normal.set(
D[
q++],
D[
q++],
D[
q]));
if(
s)
for(
d=0;3>
d;
d++)
q=3*
u[
k++],
s=
new THREE.Vector3(
D[
q++],
D[
q++],
D[
q]),
t.vertexNormals.push(
s);
n&&(
n=
u[
k++],
t.color.setHex(
A[
n]));
if(
b)
for(
d=0;3>
d;
d++)
n=
u[
k++],
t.vertexColors.push(
new THREE.Color(
A[
n]));
c.faces.push(
t)}})(
d);(
function(){
var b=
void 0!==
a.influencesPerVertex?
a.influencesPerVertex:2;
if(
a.skinWeights)
for(
var d=0,
g=
a.skinWeights.length;
d<
g;
d+=
b)
c.skinWeights.push(
new THREE.Vector4(
a.skinWeights[
d],
2691<
b?
a.skinWeights[
d+1]:0,2<
b?
a.skinWeights[
d+2]:0,3<
b?
a.skinWeights[
d+3]:0));
if(
a.skinIndices)
for(
d=0,
g=
a.skinIndices.length;
d<
g;
d+=
b)
c.skinIndices.push(
new THREE.Vector4(
a.skinIndices[
d],1<
b?
a.skinIndices[
d+1]:0,2<
b?
a.skinIndices[
d+2]:0,3<
b?
a.skinIndices[
d+3]:0));
c.bones=
a.bones;
c.bones&&0<
c.bones.length&&(
c.skinWeights.length!==
c.skinIndices.length||
c.skinIndices.length!==
c.vertices.length)&&
console.warn(
"When skinning, number of vertices ("+
c.vertices.length+
"), skinIndices ("+
c.skinIndices.length+
270"), and skinWeights ("+
c.skinWeights.length+
") should match.");
c.animation=
a.animation;
c.animations=
a.animations})();(
function(
b){
if(
void 0!==
a.morphTargets){
var d,
g,
h,
k,
l,
n;
d=0;
for(
g=
a.morphTargets.length;
d<
g;
d++)
for(
c.morphTargets[
d]={},
c.morphTargets[
d].name=
a.morphTargets[
d].name,
c.morphTargets[
d].vertices=[],
l=
c.morphTargets[
d].vertices,
n=
a.morphTargets[
d].vertices,
h=0,
k=
n.length;
h<
k;
h+=3){
var q=
new THREE.Vector3;
q.x=
n[
h]*
b;
q.y=
n[
h+1]*
b;
q.z=
n[
h+2]*
b;
l.push(
q)}}
if(
void 0!==
a.morphColors)
for(
d=
2710,
g=
a.morphColors.length;
d<
g;
d++)
for(
c.morphColors[
d]={},
c.morphColors[
d].name=
a.morphColors[
d].name,
c.morphColors[
d].colors=[],
k=
c.morphColors[
d].colors,
l=
a.morphColors[
d].colors,
b=0,
h=
l.length;
b<
h;
b+=3)
n=
new THREE.Color(16755200),
n.setRGB(
l[
b],
l[
b+1],
l[
b+2]),
k.push(
n)})(
d);
c.computeFaceNormals();
c.computeBoundingSphere();
if(
void 0===
a.materials||0===
a.materials.length)
return{
geometry:
c};
d=this.
initMaterials(a.materials,
b);this.
needsTangents(d)&&
c.computeTangents();
return{
geometry:
c,materials:
d}};
273THREE.BufferGeometryLoader.prototype={
constructor:
THREE.BufferGeometryLoader,
load:
function(
a,
b,
c,
d){
var e=
this,
f=
new THREE.XHRLoader;
f.setCrossOrigin(this.
crossOrigin);f.load(
a,
function(
a){
b(
e.parse(
JSON.parse(
a)))},
c,
d)},
setCrossOrigin:
function(
a){this.
crossOrigin=a},
parse:
function(
a){
var b=
new THREE.BufferGeometry,
c=
a.attributes,
d;
for(
d in c){
var e=
c[
d];
b.attributes[
d]={
itemSize:
e.itemSize,
array:
new self[
e.type](
e.array)}}
c=
a.offsets;
void 0!==
c&&(
b.offsets=
JSON.parse(
JSON.stringify(
c)));
a=
a.boundingSphere;
274void 0!==
a&&(
b.boundingSphere=
new THREE.Sphere((
new THREE.Vector3).fromArray(
void 0!==
a.center?
a.center:[0,0,0]),
a.
radius));
return b}};
THREE.MaterialLoader=
function(
a){this.
manager=
void 0!==a?
a:
THREE.DefaultLoadingManager};
275THREE.MaterialLoader.prototype={
constructor:
THREE.MaterialLoader,
load:
function(
a,
b,
c,
d){
var e=
this,
f=
new THREE.XHRLoader;
f.setCrossOrigin(this.
crossOrigin);f.load(
a,
function(
a){
b(
e.parse(
JSON.parse(
a)))},
c,
d)},
setCrossOrigin:
function(
a){this.
crossOrigin=a},
parse:
function(
a){
var b=
new THREE[
a.type];
void 0!==
a.color&&
b.color.setHex(
a.color);
void 0!==
a.ambient&&
b.ambient.setHex(
a.ambient);
void 0!==
a.emissive&&
b.emissive.setHex(
a.emissive);
void 0!==
a.specular&&
b.specular.setHex(
a.specular);
void 0!==
a.shininess&&
276(
b.shininess=
a.shininess);
void 0!==
a.uniforms&&(
b.uniforms=
a.uniforms);
void 0!==
a.vertexShader&&(
b.vertexShader=
a.vertexShader);
void 0!==
a.fragmentShader&&(
b.fragmentShader=
a.fragmentShader);
void 0!==
a.vertexColors&&(
b.vertexColors=
a.vertexColors);
void 0!==
a.blending&&(
b.blending=
a.blending);
void 0!==
a.side&&(
b.side=
a.side);
void 0!==
a.opacity&&(
b.opacity=
a.opacity);
void 0!==
a.transparent&&(
b.transparent=
a.transparent);
void 0!==
a.wireframe&&(
b.wireframe=
a.wireframe);
if(
void 0!==
a.materials)
for(
var c=
2770,
d=
a.materials.length;
c<
d;
c++)
b.materials.push(
this.parse(
a.materials[
c]));
return b}};
THREE.ObjectLoader=
function(
a){this.
manager=
void 0!==a?
a:
THREE.DefaultLoadingManager};
278THREE.ObjectLoader.prototype={
constructor:
THREE.ObjectLoader,
load:
function(
a,
b,
c,
d){
var e=
this,
f=
new THREE.XHRLoader(
e.manager);
f.setCrossOrigin(this.
crossOrigin);f.load(
a,
function(
a){
b(
e.parse(
JSON.parse(
a)))},
c,
d)},
setCrossOrigin:
function(
a){this.
crossOrigin=a},
parse:
function(
a){
var b=this.
parseGeometries(a.geometries),
c=this.
parseMaterials(a.materials);
return this.
parseObject(a.object,
b,
c)},
parseGeometries:
function(
a){
var b={};
if(
void 0!==
a)
for(
var c=
new THREE.JSONLoader,
d=
new THREE.BufferGeometryLoader,
279e=0,
f=
a.length;
e<
f;
e++){
var g,
h=
a[
e];
switch(
h.type){
case "PlaneGeometry":
g=
new THREE.PlaneGeometry(
h.width,
h.height,
h.widthSegments,
h.heightSegments);
break;
case "BoxGeometry":
case "CubeGeometry":
g=
new THREE.BoxGeometry(
h.width,
h.height,
h.depth,
h.widthSegments,
h.heightSegments,
h.depthSegments);
break;
case "CircleGeometry":
g=
new THREE.CircleGeometry(
h.radius,
h.segments);
break;
case "CylinderGeometry":
g=
new THREE.CylinderGeometry(
h.radiusTop,
h.radiusBottom,
h.height,
h.radialSegments,
h.heightSegments,
h.openEnded);
280break;
case "SphereGeometry":
g=
new THREE.SphereGeometry(
h.radius,
h.widthSegments,
h.heightSegments,
h.phiStart,
h.phiLength,
h.thetaStart,
h.thetaLength);
break;
case "IcosahedronGeometry":
g=
new THREE.IcosahedronGeometry(
h.radius,
h.detail);
break;
case "TorusGeometry":
g=
new THREE.TorusGeometry(
h.radius,
h.tube,
h.radialSegments,
h.tubularSegments,
h.arc);
break;
case "TorusKnotGeometry":
g=
new THREE.TorusKnotGeometry(
h.radius,
h.tube,
h.radialSegments,
h.tubularSegments,
h.p,
h.q,
h.heightScale);
break;
case "BufferGeometry":
g=
282b.aspect,
b.near,
b.far);
break;
case "OrthographicCamera":
e=
new THREE.OrthographicCamera(
b.left,
b.right,
b.top,
b.bottom,
b.near,
b.far);
break;
case "AmbientLight":
e=
new THREE.AmbientLight(
b.color);
break;
case "DirectionalLight":
e=
new THREE.DirectionalLight(
b.color,
b.intensity);
break;
case "PointLight":
e=
new THREE.PointLight(
b.color,
b.intensity,
b.distance);
break;
case "SpotLight":
e=
new THREE.SpotLight(
b.color,
b.intensity,
b.distance,
b.angle,
b.exponent);
break;
case "HemisphereLight":
e=
new THREE.HemisphereLight(
b.color,
283b.groundColor,
b.intensity);
break;
case "Mesh":
e=
c[
b.geometry];
var f=
d[
b.material];
void 0===
e&&
console.error(
"THREE.ObjectLoader: Undefined geometry "+
b.geometry);
void 0===
f&&
console.error(
"THREE.ObjectLoader: Undefined material "+
b.material);
e=
new THREE.Mesh(
e,
f);
break;
case "Sprite":
f=
d[
b.material];
void 0===
f&&
console.error(
"THREE.ObjectLoader: Undefined material "+
b.material);
e=
new THREE.Sprite(
f);
break;
default:
e=
new THREE.Object3D}
e.uuid=
b.uuid;
void 0!==
b.name&&(
e.name=
b.name);
void 0!==
b.matrix?
307THREE.PointCloudMaterial.prototype.clone=
function(){
var a=
new THREE.PointCloudMaterial;
THREE.Material.prototype.clone.call(
this,
a);
a.color.copy(this.
color);a.map=this.
map;a.size=this.
size;a.sizeAttenuation=this.
sizeAttenuation;a.vertexColors=this.
vertexColors;a.fog=this.
fog;
return a};
THREE.ParticleBasicMaterial=
function(
a){
console.warn(
"THREE.ParticleBasicMaterial has been renamed to THREE.PointCloudMaterial.");
return new THREE.PointCloudMaterial(
a)};
308THREE.ParticleSystemMaterial=
function(
a){
console.warn(
"THREE.ParticleSystemMaterial has been renamed to THREE.PointCloudMaterial.");
return new THREE.PointCloudMaterial(
a)};
314THREE.SpriteCanvasMaterial.prototype.clone=
function(){
var a=
new THREE.SpriteCanvasMaterial;
THREE.Material.prototype.clone.call(
this,
a);
a.color.copy(this.
color);a.program=this.
program;
return a};
THREE.ParticleCanvasMaterial=
THREE.SpriteCanvasMaterial;
318this.
generateMipmaps;a.premultiplyAlpha=this.
premultiplyAlpha;a.flipY=this.
flipY;a.unpackAlignment=this.
unpackAlignment;
return a},
update:
function(){this.
dispatchEvent({type:
"update"})},
dispose:
function(){this.
dispatchEvent({type:
"dispose"})}};
THREE.EventDispatcher.prototype.apply(
THREE.Texture.prototype);
THREE.TextureIdCount=0;
THREE.CubeTexture=
function(
a,
b,
c,
d,
e,
f,
g,
h,
k){
THREE.Texture.call(
this,
a,
b,
c,
d,
e,
f,
g,
h,
k);this.
images=a};
THREE.CubeTexture.prototype=
Object.create(
THREE.Texture.prototype);
319THREE.CubeTexture.clone=
function(
a){
void 0===
a&&(
a=
new THREE.CubeTexture);
THREE.Texture.prototype.clone.call(
this,
a);
a.images=this.
images;
return a};
THREE.CompressedTexture=
function(
a,
b,
c,
d,
e,
f,
g,
h,
k,
l,
n){
THREE.Texture.call(
this,
null,
f,
g,
h,
k,
l,
d,
e,
n);this.
image={
width:
b,
height:c};this.
mipmaps=
a;this.
generateMipmaps=!1};
THREE.CompressedTexture.prototype=
Object.create(
THREE.Texture.prototype);
320THREE.CompressedTexture.prototype.clone=
function(){
var a=
new THREE.CompressedTexture;
THREE.Texture.prototype.clone.call(
this,
a);
return a};
THREE.DataTexture=
function(
a,
b,
c,
d,
e,
f,
g,
h,
k,
l,
n){
THREE.Texture.call(
this,
null,
f,
g,
h,
k,
l,
d,
e,
n);this.
image={
data:
a,
width:
b,
height:c}};
THREE.DataTexture.prototype=
Object.create(
THREE.Texture.prototype);
THREE.DataTexture.prototype.clone=
function(){
var a=
new THREE.DataTexture;
THREE.Texture.prototype.clone.call(
this,
a);
return a};
322THREE.PointCloud.prototype.raycast=
function(){
var a=
new THREE.Matrix4,
b=
new THREE.Ray;
return function(
c,
d){
var e=
this,
f=
e.geometry,
g=
c.params.PointCloud.threshold;
a.getInverse(this.
matrixWorld);b.copy(
c.ray).applyMatrix4(
a);
if(
null===
f.boundingBox||!1!==
b.isIntersectionBox(
f.boundingBox)){
var h=
g/((this.
scale.x+this.
scale.y+this.
scale.z)/3),k=
new THREE.Vector3,
g=
function(
a,
f){
var g=
b.distanceToPoint(
a);
if(
g<
h){
var k=
b.closestPointToPoint(
a);
k.applyMatrix4(
e.matrixWorld);
var l=
c.ray.origin.distanceTo(
k);
323d.push({
distance:
l,
distanceToRay:
g,
point:
k.clone(),
index:
f,
face:
null,
object:
e})}};
if(
f instanceof THREE.BufferGeometry){
var l=
f.attributes,
n=
l.position.array;
if(
void 0!==
l.index){
var l=
l.index.array,
q=
f.offsets;0===
q.length&&(
q=[{start:0,
count:
l.length,
index:0}]);
for(
var r=0,
t=
q.length;
r<
t;++
r)
for(
var s=
q[
r].start,
p=
q[
r].
index,
f=
s,
s=
s+
q[
r].
count;
f<
s;
f++){
var v=
p+
l[
f];
k.set(
n[3*
v],
n[3*
v+1],
n[3*
v+2]);
g(
k,
v)}}
else for(
l=
n.length/3,
f=0;
f<
l;
f++)
k.set(
n[3*
f],
n[3*
f+1],
n[3*
f+2]),
g(
k,
f)}
else for(
k=this.
geometry.vertices,
326THREE.Line.prototype.raycast=
function(){
var a=
new THREE.Matrix4,
b=
new THREE.Ray,
c=
new THREE.Sphere;
return function(
d,
e){
var f=
d.linePrecision,
f=
f*
f,
g=this.
geometry;
null===g.boundingSphere&&
g.computeBoundingSphere();
c.copy(
g.boundingSphere);
c.applyMatrix4(this.
matrixWorld);
if(!1!==d.ray.isIntersectionSphere(
c)&&(
a.getInverse(this.
matrixWorld),b.copy(
d.ray).applyMatrix4(
a),
g instanceof THREE.Geometry))
for(
var g=
g.vertices,
h=
g.length,
k=
new THREE.Vector3,
l=
new THREE.Vector3,
n=
this.type===
THREE.LineStrip?
3271:2,
q=0;
q<
h-1;
q+=
n)
if(!(
b.distanceSqToSegment(
g[
q],
g[
q+1],
l,
k)>
f)){
var r=
b.origin.distanceTo(
l);
r<
d.near||
r>
d.far||
e.push({
distance:
r,
point:
k.clone().applyMatrix4(this.
matrixWorld),
face:
null,
faceIndex:
null,
object:
this})}}}();
THREE.Line.prototype.clone=
function(
a){
void 0===a&&(
a=
new THREE.Line(this.
geometry,this.
material,this.type));
THREE.Object3D.prototype.clone.call(
this,
a);
return a};
332this.
material;
if(
void 0!==l){
var n=
k.attributes,
q,
r,
t=
g.precision;
if(
void 0!==
n.index){
var s=
n.index.array,
p=
n.position.array,
v=
k.offsets;0===
v.length&&(
v=[{start:0,
count:
s.length,
index:0}]);
for(
var w=0,
u=
v.length;
w<
u;++
w)
for(
var n=
v[
w].start,
D=
v[
w].
index,
k=
n,
A=
n+
v[
w].
count;
k<
A;
k+=3){
n=
D+
s[
k];
q=
D+
s[
k+1];
r=
D+
s[
k+2];
d.set(
p[3*
n],
p[3*
n+1],
p[3*
n+2]);
e.set(
p[3*
q],
p[3*
q+1],
p[3*
q+2]);
f.set(
p[3*
r],
p[3*
r+1],
p[3*
r+2]);
var x=
l.side===
THREE.BackSide?
b.intersectTriangle(
f,
e,
d,!0):
b.intersectTriangle(
d,
e,
f,
l.side!==
333THREE.DoubleSide);
if(
null!==
x){
x.applyMatrix4(this.
matrixWorld);
var C=
g.ray.origin.distanceTo(
x);
C<
t||
C<
g.near||
C>
g.far||
h.push({
distance:
C,
point:
x,
indices:[
n,
q,
r],
face:
null,
faceIndex:
null,
object:
this})}}}
else for(
p=
n.position.array,
s=
k=0,
A=
p.length;
k<
A;
k+=3,
s+=9)
n=
k,
q=
k+1,
r=
k+2,
d.set(
p[
s],
p[
s+1],
p[
s+2]),
e.set(
p[
s+3],
p[
s+4],
p[
s+5]),
f.set(
p[
s+6],
p[
s+7],
p[
s+8]),
x=
l.side===
THREE.BackSide?
b.intersectTriangle(
f,
e,
d,!0):
b.intersectTriangle(
d,
e,
f,
l.side!==
THREE.DoubleSide),
null!==
x&&(
x.applyMatrix4(this.
matrixWorld),
334C=
g.ray.origin.distanceTo(
x),
C<
t||
C<
g.near||
C>
g.far||
h.push({
distance:
C,
point:
x,
indices:[
n,
q,
r],
face:
null,
faceIndex:
null,
object:
this}))}}
else if(
k instanceof THREE.Geometry)
for(
s=this.
material instanceof
THREE.MeshFaceMaterial,
p=!0===
s?
this.material.materials:
null,
t=
g.
precision,
v=
k.
vertices,
w=0,
u=
k.faces.
length;
w<
u;
w++)
if(
D=
k.faces[
w],
l=!0===
s?
p[
D.materialIndex]:
this.
material,
void 0!==
l){
n=
v[
D.a];
q=
v[
D.b];
r=
v[
D.c];
if(!0===
l.morphTargets){
x=
k.morphTargets;
C=this.
morphTargetInfluences;d.set(0,0,0);
335e.set(0,0,0);
f.set(0,0,0);
for(
var A=0,
I=
x.length;
A<
I;
A++){
var z=
C[
A];
if(0!==
z){
var y=
x[
A].vertices;
d.x+=(
y[
D.a].x-
n.x)*
z;
d.y+=(
y[
D.a].y-
n.y)*
z;
d.z+=(
y[
D.a].z-
n.z)*
z;
e.x+=(
y[
D.b].x-
q.x)*
z;
e.y+=(
y[
D.b].y-
q.y)*
z;
e.z+=(
y[
D.b].z-
q.z)*
z;
f.x+=(
y[
D.c].x-
r.x)*
z;
f.y+=(
y[
D.c].y-
r.y)*
z;
f.z+=(
y[
D.c].z-
r.z)*
z}}
d.add(
n);
e.add(
q);
f.add(
r);
n=
d;
q=
e;
r=
f}
x=
l.side===
THREE.BackSide?
b.intersectTriangle(
r,
q,
n,!0):
b.intersectTriangle(
n,
q,
r,
l.side!==
THREE.DoubleSide);
null!==
x&&(
x.applyMatrix4(this.
matrixWorld),C=
g.ray.origin.distanceTo(
x),
341THREE.Skeleton.prototype.pose=
function(){
for(
var a,
b=0,
c=this.
bones.length;b<
c;
b++)(
a=this.
bones[b])&&
a.matrixWorld.getInverse(this.
boneInverses[b]);
b=0;
for(
c=this.
bones.length;b<
c;
b++)
if(
a=this.
bones[b])
a.parent?(
a.matrix.getInverse(
a.parent.matrixWorld),
a.matrix.multiply(
a.matrixWorld)):
a.matrix.copy(
a.matrixWorld),
a.matrix.decompose(
a.position,
a.quaternion,
a.scale)};
343THREE.SkinnedMesh=
function(
a,
b,
c){
THREE.Mesh.call(
this,a,
b);this.
bindMode=
"attached";this.
bindMatrix=
new THREE.Matrix4;this.
bindMatrixInverse=
new THREE.Matrix4;a=[];
if(this.
geometry&&
void 0!==this.
geometry.bones){
for(
var d,
e,
f,
g,
h=0,
k=this.
geometry.bones.length;h<
k;++
h)
d=this.
geometry.bones[h],
e=
d.pos,
f=
d.rotq,
g=
d.scl,
b=
new THREE.Bone(
this),
a.push(
b),
b.name=
d.name,
b.position.set(
e[0],
e[1],
e[2]),
b.quaternion.set(
f[0],
f[1],
f[2],
f[3]),
void 0!==
g?
b.scale.set(
g[0],
g[1],
g[2]):
b.scale.set(1,1,1);
h=0;
for(
k=
359THREE.Sprite=
function(){
var a=
new Float32Array([-0.5,-0.5,0,0.5,-0.5,0,0.5,0.5,0]),
b=
new THREE.BufferGeometry;
b.addAttribute(
"position",
new THREE.BufferAttribute(
a,3));
return function(
a){
THREE.Object3D.call(
this);this.
geometry=
b;this.
material=
void 0!==a?
a:
new THREE.SpriteMaterial}}();
THREE.Sprite.prototype=
Object.create(
THREE.Object3D.prototype);
366THREE.CanvasRenderer=
function(
a){
function b(a,
b,
c,
d){
l(
b);
n(
c);
q(
d);
r(
a.getStyle());
O.stroke();
ra.expandByScalar(2*
b)}
function c(
a){
t(
a.getStyle());
O.fill()}
function d(
a){
e(
a.target)}
function e(
a){
if(!(
a instanceof THREE.CompressedTexture)){
var b=
a.wrapS===
THREE.RepeatWrapping,
c=
a.wrapT===
THREE.RepeatWrapping,
d=
a.image,
e=
document.createElement(
"canvas");
e.width=
d.width;
e.height=
d.height;
var f=
e.getContext(
"2d");
f.setTransform(1,0,0,-1,0,
d.height);
f.drawImage(
d,0,0);
Ca[
a.id]=
O.createPattern(
e,!0===
367b&&!0===
c?
"repeat":!0===
b&&!1===
c?
"repeat-x":!1===
b&&!0===
c?
"repeat-y":
"no-repeat")}}
function f(
a,
b,
c,
f,
g,
h,
k,
l,
n,
r,
q,
s,
p){
if(!(
p instanceof THREE.DataTexture)){!1===
p.hasEventListener(
"update",
d)&&(
void 0!==
p.image&&0<
p.image.width&&
e(
p),
p.addEventListener(
"update",
d));
var m=
Ca[
p.id];
if(
void 0!==
m){
t(
m);
var m=
p.offset.x/
p.repeat.x,
w=
p.offset.y/
p.repeat.y,
u=
p.image.width*
p.repeat.x;
p=
p.image.height*
p.repeat.y;
k=(
k+
m)*
u;
l=(
l+
w)*
p;
c-=
a;
f-=
b;
g-=
a;
h-=
b;
n=(
n+
m)*
u-
k;
r=(
r+
w)*
p-
l;
q=(
q+
m)*
u-
k;
s=(
s+
w)*
p-
l;
368p=
n*
s-
q*
r;0!==
p&&(
m=1/
p,
p=(
s*
c-
r*
g)*
m,
r=(
s*
f-
r*
h)*
m,
c=(
n*
g-
q*
c)*
m,
f=(
n*
h-
q*
f)*
m,
a=
a-
p*
k-
c*
l,
b=
b-
r*
k-
f*
l,
O.save(),
O.transform(
p,
r,
c,
f,
a,
b),
O.fill(),
O.restore())}
else t(
"rgba(0,0,0,1)"),
O.fill()}}
function g(
a,
b,
c){
var d=
b.x-
a.x,
e=
b.y-
a.y,
f=
d*
d+
e*
e;0!==
f&&(
c/=
Math.sqrt(
f),
d*=
c,
e*=
c,
b.x+=
d,
b.y+=
e,
a.x-=
d,
a.y-=
e)}
function h(
a){
Q!==
a&&(
Q=
O.globalAlpha=
a)}
function k(
a){
L!==
a&&(
a===
THREE.NormalBlending?
O.globalCompositeOperation=
"source-over":
a===
THREE.AdditiveBlending?
O.globalCompositeOperation=
"lighter":
369a===
THREE.SubtractiveBlending&&(
O.globalCompositeOperation=
"darker"),
L=
a)}
function l(
a){
S!==
a&&(
S=
O.lineWidth=
a)}
function n(
a){
V!==
a&&(
V=
O.lineCap=
a)}
function q(
a){
W!==
a&&(
W=
O.lineJoin=
a)}
function r(
a){
R!==
a&&(
R=
O.strokeStyle=
a)}
function t(
a){
B!==
a&&(
B=
O.fillStyle=
a)}
function s(
a){
H.length!==
a.length&&(
O.setLineDash(
a),
H=
a)}
console.log(
"THREE.CanvasRenderer",
THREE.REVISION);
var p=
THREE.Math.smoothstep;
a=
a||{};
var v=
this,
w,
u,
D,
A=
new THREE.Projector,
x=
void 0!==
a.canvas?
a.canvas:
document.createElement(
"canvas"),
370C=
x.width,
I=
x.height,
z=
Math.floor(
C/2),
y=
Math.floor(
I/2),
K=0,
N=0,
ba=
C,
P=
I,
O=
x.getContext(
"2d",{
alpha:!0===
a.alpha}),
J=
new THREE.Color(0),
E=0,
Q=1,
L=0,
R=
null,
B=
null,
S=
null,
V=
null,
W=
null,
H=[],
oa,
$,
X,
T;
new THREE.RenderableVertex;
new THREE.RenderableVertex;
var ya,
Ea,
Aa,
za,
Oa,
Pa,
G=
new THREE.Color;
new THREE.Color;
new THREE.Color;
new THREE.Color;
new THREE.Color;
var Ba=
new THREE.Color,
Ya=
new THREE.Color,
Za=
new THREE.Color,
Ca={},
ca,
la,
qa,
ua,
ja,
Fa,
va,
Ka=
new THREE.Box2,
aa=
new THREE.Box2,
ra=
new THREE.Box2,
Da=
372function(
a,
b,
c){C=
a*this.
devicePixelRatio;I=
b*this.
devicePixelRatio;x.width=
C;
x.height=
I;
z=
Math.floor(
C/2);
y=
Math.floor(
I/2);!1!==
c&&(
x.style.width=
a+
"px",
x.style.height=
b+
"px");
Ka.min.set(-
z,-
y);
Ka.max.set(
z,
y);
aa.min.set(-
z,-
y);
aa.max.set(
z,
y);
Q=1;
L=0;
W=
V=
S=
B=
R=
null;this.
setViewport(0,0,a,
b)};this.
setViewport=
function(
a,
b,
c,
d){K=
a*this.
devicePixelRatio;N=
b*this.
devicePixelRatio;ba=
c*this.
devicePixelRatio;P=
d*this.devicePixelRatio};this.
setScissor=
function(){};this.
enableScissorTest=
function(){};
374z,
aa.max.y=-
aa.max.y+
y,1>
E&&
O.clearRect(
aa.min.x|0,
aa.min.y|0,
aa.max.x-
aa.min.x|0,
aa.max.y-
aa.min.y|0),0<
E&&(
k(
THREE.NormalBlending),
h(1),
t(
"rgba("+
Math.floor(255*
J.r)+
","+
Math.floor(255*
J.g)+
","+
Math.floor(255*
J.b)+
","+
E+
")"),
O.fillRect(
aa.min.x|0,
aa.min.y|0,
aa.max.x-
aa.min.x|0,
aa.max.y-
aa.min.y|0)),
aa.makeEmpty())};this.
clearColor=
function(){};this.
clearDepth=
function(){};this.
clearStencil=
function(){};this.
render=
function(
a,
x){
if(!1===x
instanceof THREE.Camera)
console.error(
"THREE.CanvasRenderer.render: camera is not an instance of THREE.Camera.");
375else{!0===this.
autoClear&&this.
clear();v.info.render.vertices=0;
v.info.render.faces=0;
O.setTransform(
ba/
C,0,0,-
P/
I,
K,
I-
N);
O.translate(
z,
y);
w=
A.projectScene(
a,
x,this.
sortObjects,this.
sortElements);u=
w.elements;
D=
w.lights;
oa=
x;
Ja.getNormalMatrix(
x.matrixWorldInverse);
Da.setRGB(0,0,0);
Qa.setRGB(0,0,0);
cb.setRGB(0,0,0);
for(
var L=0,
Q=
D.length;
L<
Q;
L++){
var E=
D[
L],
H=
E.color;
E instanceof THREE.AmbientLight?
Da.add(
H):
E instanceof THREE.DirectionalLight?
Qa.add(
H):
E instanceof THREE.PointLight&&
cb.add(
H)}
L=
3760;
for(
Q=
u.length;
L<
Q;
L++){
var J=
u[
L],
B=
J.material;
if(
void 0!==
B&&0!==
B.opacity){
ra.makeEmpty();
if(
J instanceof THREE.RenderableSprite){
$=
J;
$.x*=
z;
$.y*=
y;
var E=
$,
R=
J,
H=
B;
h(
H.opacity);
k(
H.blending);
var ea=
R.scale.x*
z,
R=
R.scale.y*
y,
J=0.5*
Math.sqrt(
ea*
ea+
R*
R);
ra.min.set(
E.x-
J,
E.y-
J);
ra.max.set(
E.x+
J,
E.y+
J);
if(
H instanceof THREE.SpriteMaterial){
var da=
H.map;
if(
null!==
da&&
void 0!==
da.image){!1===
da.hasEventListener(
"update",
d)&&(0<
da.image.width&&
e(
da),
da.addEventListener(
"update",
d));
J=
Ca[
da.id];
void 0!==
377J?
t(
J):
t(
"rgba( 0, 0, 0, 1 )");
var S=
da.image,
J=
S.width*
da.offset.x,
B=
S.height*
da.offset.y,
V=
S.width*
da.repeat.x,
da=
S.height*
da.repeat.y,
S=
ea/
V,
m=
R/
da;
O.save();
O.translate(
E.x,
E.y);0!==
H.rotation&&
O.rotate(
H.rotation);
O.translate(-
ea/2,-
R/2);
O.scale(
S,
m);
O.translate(-
J,-
B);
O.fillRect(
J,
B,
V,
da)}
else t(
H.color.getStyle()),
O.save(),
O.translate(
E.x,
E.y),0!==
H.rotation&&
O.rotate(
H.rotation),
O.scale(
ea,-
R),
O.fillRect(-0.5,-0.5,1,1);
O.restore()}
else H instanceof THREE.SpriteCanvasMaterial&&(
r(
H.color.getStyle()),
378t(
H.color.getStyle()),
O.save(),
O.translate(
E.x,
E.y),0!==
H.rotation&&
O.rotate(
H.rotation),
O.scale(
ea,
R),
H.program(
O),
O.restore())}
else if(
J instanceof THREE.RenderableLine){
if(
$=
J.v1,
X=
J.v2,
$.positionScreen.x*=
z,
$.positionScreen.y*=
y,
X.positionScreen.x*=
z,
X.positionScreen.y*=
y,
ra.setFromPoints([
$.positionScreen,
X.positionScreen]),!0===
Ka.isIntersectionBox(
ra))
if(
E=
$,
H=
X,
ea=
J,
R=
B,
h(
R.opacity),
k(
R.blending),
O.beginPath(),
O.moveTo(
E.positionScreen.x,
E.positionScreen.y),
O.lineTo(
H.positionScreen.x,
H.positionScreen.y),
379R instanceof THREE.LineBasicMaterial){
l(
R.linewidth);
n(
R.linecap);
q(
R.linejoin);
if(
R.vertexColors!==
THREE.VertexColors)
r(
R.color.getStyle());
else if(
J=
ea.vertexColors[0].getStyle(),
ea=
ea.vertexColors[1].getStyle(),
J===
ea)
r(
J);
else{
try{
var W=
O.createLinearGradient(
E.positionScreen.x,
E.positionScreen.y,
H.positionScreen.x,
H.positionScreen.y);
W.addColorStop(0,
J);
W.addColorStop(1,
ea)}
catch(
xb){
W=
J}
r(
W)}
O.stroke();
ra.expandByScalar(2*
R.linewidth)}
else R instanceof THREE.LineDashedMaterial&&(
l(
R.linewidth),
380n(
R.linecap),
q(
R.linejoin),
r(
R.color.getStyle()),
s([
R.dashSize,
R.gapSize]),
O.stroke(),
ra.expandByScalar(2*
R.linewidth),
s([]))}
else if(
J instanceof THREE.RenderableFace){
$=
J.v1;
X=
J.v2;
T=
J.v3;
if(-1>
$.positionScreen.z||1<
$.positionScreen.z)
continue;
if(-1>
X.positionScreen.z||1<
X.positionScreen.z)
continue;
if(-1>
T.positionScreen.z||1<
T.positionScreen.z)
continue;
$.positionScreen.x*=
z;
$.positionScreen.y*=
y;
X.positionScreen.x*=
z;
X.positionScreen.y*=
y;
T.positionScreen.x*=
z;
T.positionScreen.y*=
y;0<
B.overdraw&&
381(
g(
$.positionScreen,
X.positionScreen,
B.overdraw),
g(
X.positionScreen,
T.positionScreen,
B.overdraw),
g(
T.positionScreen,
$.positionScreen,
B.overdraw));
ra.setFromPoints([
$.positionScreen,
X.positionScreen,
T.positionScreen]);
if(!0===
Ka.isIntersectionBox(
ra)){
H=
$;
ea=
X;
R=
T;
E=
B;
v.info.render.vertices+=3;
v.info.render.faces++;
h(
E.opacity);
k(
E.blending);
ya=
H.positionScreen.x;
Ea=
H.positionScreen.y;
Aa=
ea.positionScreen.x;
za=
ea.positionScreen.y;
Oa=
R.positionScreen.x;
Pa=
R.positionScreen.y;
var B=
ya,
V=
Ea,
da=
Aa,
S=
za,
383S=
ea.dot(
da),0>=
S||(
S*=
V.intensity,
R.add(
Za.multiplyScalar(
S)))):
V instanceof THREE.PointLight&&(
da=
Ga.setFromMatrixPosition(
V.matrixWorld),
S=
ea.dot(
Ga.subVectors(
da,
H).normalize()),0>=
S||(
S*=0==
V.distance?1:1-
Math.min(
H.distanceTo(
da)/
V.distance,1),0!=
S&&(
S*=
V.intensity,
R.add(
Za.multiplyScalar(
S)))));
G.multiply(
Ba).add(
Ya);!0===
E.wireframe?
b(
G,
E.wireframeLinewidth,
E.wireframeLinecap,
E.wireframeLinejoin):
c(
G)}
else E instanceof THREE.MeshBasicMaterial||
E instanceof THREE.MeshLambertMaterial||
E instanceof
384THREE.MeshPhongMaterial?
null!==
E.map?
E.map.mapping
instanceof THREE.UVMapping&&(
ca=
J.uvs,
f(
ya,
Ea,
Aa,
za,
Oa,
Pa,
ca[0].
x,
ca[0].
y,
ca[1].
x,
ca[1].
y,
ca[2].
x,
ca[2].
y,
E.map)):
null!==
E.envMap?
E.envMap.mapping
instanceof THREE.SphericalReflectionMapping?(
ma.copy(
J.vertexNormalsModel[0]).applyMatrix3(
Ja),
la=0.5*
ma.x+0.5,
qa=0.5*
ma.y+0.5,
ma.copy(
J.vertexNormalsModel[1]).applyMatrix3(
Ja),
ua=0.5*
ma.x+0.5,
ja=0.5*
ma.y+0.5,
ma.copy(
J.vertexNormalsModel[2]).applyMatrix3(
Ja),
Fa=0.5*
ma.x+0.5,
va=0.5*
ma.y+0.5,
f(
ya,
Ea,
Aa,
za,
385Oa,
Pa,
la,
qa,
ua,
ja,
Fa,
va,
E.envMap)):
E.envMap.mapping
instanceof THREE.SphericalRefractionMapping&&(
ma.copy(
J.vertexNormalsModel[0]).applyMatrix3(
Ja),
la=-0.5*
ma.x+0.5,
qa=-0.5*
ma.y+0.5,
ma.copy(
J.vertexNormalsModel[1]).applyMatrix3(
Ja),
ua=-0.5*
ma.x+0.5,
ja=-0.5*
ma.y+0.5,
ma.copy(
J.vertexNormalsModel[2]).applyMatrix3(
Ja),
Fa=-0.5*
ma.x+0.5,
va=-0.5*
ma.y+0.5,
f(
ya,
Ea,
Aa,
za,
Oa,
Pa,
la,
qa,
ua,
ja,
Fa,
va,
E.envMap)):(
G.copy(
E.color),
E.vertexColors===
THREE.FaceColors&&
G.multiply(
J.color),!0===
E.wireframe?
b(
G,
E.wireframeLinewidth,
386E.wireframeLinecap,
E.wireframeLinejoin):
c(
G)):(
E instanceof THREE.
MeshDepthMaterial?
G.
r=
G.
g=
G.
b=1-
p(
H.
positionScreen.
z*
H.
positionScreen.
w,
oa.
near,
oa.
far):
E instanceof THREE.
MeshNormalMaterial?(
ma.
copy(
J.
normalModel).
applyMatrix3(
Ja),
G.
setRGB(
ma.
x,
ma.
y,
ma.
z).
multiplyScalar(0.5).
addScalar(0.5)):
G.
setRGB(1,1,1),!0===
E.
wireframe?
b(
G,
E.
wireframeLinewidth,
E.
wireframeLinecap,
E.
wireframeLinejoin):
c(
G))}}
aa.
union(
ra)}}
O.
setTransform(1,0,0,1,0,0)}}};
THREE.ShaderChunk={};
387THREE.ShaderChunk.alphatest_fragment=
"#ifdef ALPHATEST\n\n\tif ( gl_FragColor.a < ALPHATEST ) discard;\n\n#endif\n";
THREE.ShaderChunk.lights_lambert_vertex=
"vLightFront = vec3( 0.0 );\n\n#ifdef DOUBLE_SIDED\n\n\tvLightBack = vec3( 0.0 );\n\n#endif\n\ntransformedNormal = normalize( transformedNormal );\n\n#if MAX_DIR_LIGHTS > 0\n\nfor( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\n\n\tvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\n\tvec3 dirVector = normalize( lDirection.xyz );\n\n\tfloat dotProduct = dot( transformedNormal, dirVector );\n\tvec3 directionalLightWeighting = vec3( max( dotProduct, 0.0 ) );\n\n\t#ifdef DOUBLE_SIDED\n\n\t\tvec3 directionalLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n\n\t\t#ifdef WRAP_AROUND\n\n\t\t\tvec3 directionalLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n\n\t\t#endif\n\n\t#endif\n\n\t#ifdef WRAP_AROUND\n\n\t\tvec3 directionalLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\n\t\tdirectionalLightWeighting = mix( directionalLightWeighting, directionalLightWeightingHalf, wrapRGB );\n\n\t\t#ifdef DOUBLE_SIDED\n\n\t\t\tdirectionalLightWeightingBack = mix( directionalLightWeightingBack, directionalLightWeightingHalfBack, wrapRGB );\n\n\t\t#endif\n\n\t#endif\n\n\tvLightFront += directionalLightColor[ i ] * directionalLightWeighting;\n\n\t#ifdef DOUBLE_SIDED\n\n\t\tvLightBack += directionalLightColor[ i ] * directionalLightWeightingBack;\n\n\t#endif\n\n}\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n\tfor( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\n\n\t\tvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\n\t\tvec3 lVector = lPosition.xyz - mvPosition.xyz;\n\n\t\tfloat lDistance = 1.0;\n\t\tif ( pointLightDistance[ i ] > 0.0 )\n\t\t\tlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\n\n\t\tlVector = normalize( lVector );\n\t\tfloat dotProduct = dot( transformedNormal, lVector );\n\n\t\tvec3 pointLightWeighting = vec3( max( dotProduct, 0.0 ) );\n\n\t\t#ifdef DOUBLE_SIDED\n\n\t\t\tvec3 pointLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n\n\t\t\t#ifdef WRAP_AROUND\n\n\t\t\t\tvec3 pointLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n\n\t\t\t#endif\n\n\t\t#endif\n\n\t\t#ifdef WRAP_AROUND\n\n\t\t\tvec3 pointLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\n\t\t\tpointLightWeighting = mix( pointLightWeighting, pointLightWeightingHalf, wrapRGB );\n\n\t\t\t#ifdef DOUBLE_SIDED\n\n\t\t\t\tpointLightWeightingBack = mix( pointLightWeightingBack, pointLightWeightingHalfBack, wrapRGB );\n\n\t\t\t#endif\n\n\t\t#endif\n\n\t\tvLightFront += pointLightColor[ i ] * pointLightWeighting * lDistance;\n\n\t\t#ifdef DOUBLE_SIDED\n\n\t\t\tvLightBack += pointLightColor[ i ] * pointLightWeightingBack * lDistance;\n\n\t\t#endif\n\n\t}\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n\tfor( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\n\n\t\tvec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\n\t\tvec3 lVector = lPosition.xyz - mvPosition.xyz;\n\n\t\tfloat spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - worldPosition.xyz ) );\n\n\t\tif ( spotEffect > spotLightAngleCos[ i ] ) {\n\n\t\t\tspotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );\n\n\t\t\tfloat lDistance = 1.0;\n\t\t\tif ( spotLightDistance[ i ] > 0.0 )\n\t\t\t\tlDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );\n\n\t\t\tlVector = normalize( lVector );\n\n\t\t\tfloat dotProduct = dot( transformedNormal, lVector );\n\t\t\tvec3 spotLightWeighting = vec3( max( dotProduct, 0.0 ) );\n\n\t\t\t#ifdef DOUBLE_SIDED\n\n\t\t\t\tvec3 spotLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n\n\t\t\t\t#ifdef WRAP_AROUND\n\n\t\t\t\t\tvec3 spotLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n\n\t\t\t\t#endif\n\n\t\t\t#endif\n\n\t\t\t#ifdef WRAP_AROUND\n\n\t\t\t\tvec3 spotLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\n\t\t\t\tspotLightWeighting = mix( spotLightWeighting, spotLightWeightingHalf, wrapRGB );\n\n\t\t\t\t#ifdef DOUBLE_SIDED\n\n\t\t\t\t\tspotLightWeightingBack = mix( spotLightWeightingBack, spotLightWeightingHalfBack, wrapRGB );\n\n\t\t\t\t#endif\n\n\t\t\t#endif\n\n\t\t\tvLightFront += spotLightColor[ i ] * spotLightWeighting * lDistance * spotEffect;\n\n\t\t\t#ifdef DOUBLE_SIDED\n\n\t\t\t\tvLightBack += spotLightColor[ i ] * spotLightWeightingBack * lDistance * spotEffect;\n\n\t\t\t#endif\n\n\t\t}\n\n\t}\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n\tfor( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\n\n\t\tvec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );\n\t\tvec3 lVector = normalize( lDirection.xyz );\n\n\t\tfloat dotProduct = dot( transformedNormal, lVector );\n\n\t\tfloat hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\n\t\tfloat hemiDiffuseWeightBack = -0.5 * dotProduct + 0.5;\n\n\t\tvLightFront += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\n\n\t\t#ifdef DOUBLE_SIDED\n\n\t\t\tvLightBack += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeightBack );\n\n\t\t#endif\n\n\t}\n\n#endif\n\nvLightFront = vLightFront * diffuse + ambient * ambientLightColor + emissive;\n\n#ifdef DOUBLE_SIDED\n\n\tvLightBack = vLightBack * diffuse + ambient * ambientLightColor + emissive;\n\n#endif";
388THREE.ShaderChunk.map_particle_pars_fragment=
"#ifdef USE_MAP\n\n\tuniform sampler2D map;\n\n#endif";
THREE.ShaderChunk.default_vertex=
"vec4 mvPosition;\n\n#ifdef USE_SKINNING\n\n\tmvPosition = modelViewMatrix * skinned;\n\n#endif\n\n#if !defined( USE_SKINNING ) && defined( USE_MORPHTARGETS )\n\n\tmvPosition = modelViewMatrix * vec4( morphed, 1.0 );\n\n#endif\n\n#if !defined( USE_SKINNING ) && ! defined( USE_MORPHTARGETS )\n\n\tmvPosition = modelViewMatrix * vec4( position, 1.0 );\n\n#endif\n\ngl_Position = projectionMatrix * mvPosition;";
389THREE.ShaderChunk.map_pars_fragment=
"#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP )\n\n\tvarying vec2 vUv;\n\n#endif\n\n#ifdef USE_MAP\n\n\tuniform sampler2D map;\n\n#endif";
THREE.ShaderChunk.skinnormal_vertex=
"#ifdef USE_SKINNING\n\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\n\t#ifdef USE_MORPHNORMALS\n\n\tvec4 skinnedNormal = skinMatrix * vec4( morphedNormal, 0.0 );\n\n\t#else\n\n\tvec4 skinnedNormal = skinMatrix * vec4( normal, 0.0 );\n\n\t#endif\n\n#endif\n";
390THREE.ShaderChunk.logdepthbuf_pars_vertex=
"#ifdef USE_LOGDEPTHBUF\n\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\n\t\tvarying float vFragDepth;\n\n\t#endif\n\n\tuniform float logDepthBufFC;\n\n#endif";
THREE.ShaderChunk.lightmap_pars_vertex=
"#ifdef USE_LIGHTMAP\n\n\tvarying vec2 vUv2;\n\n#endif";
THREE.ShaderChunk.lights_phong_fragment=
"vec3 normal = normalize( vNormal );\nvec3 viewPosition = normalize( vViewPosition );\n\n#ifdef DOUBLE_SIDED\n\n\tnormal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );\n\n#endif\n\n#ifdef USE_NORMALMAP\n\n\tnormal = perturbNormal2Arb( -vViewPosition, normal );\n\n#elif defined( USE_BUMPMAP )\n\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n\tvec3 pointDiffuse = vec3( 0.0 );\n\tvec3 pointSpecular = vec3( 0.0 );\n\n\tfor ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\n\n\t\tvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\n\t\tvec3 lVector = lPosition.xyz + vViewPosition.xyz;\n\n\t\tfloat lDistance = 1.0;\n\t\tif ( pointLightDistance[ i ] > 0.0 )\n\t\t\tlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\n\n\t\tlVector = normalize( lVector );\n\n\t\t\t\t// diffuse\n\n\t\tfloat dotProduct = dot( normal, lVector );\n\n\t\t#ifdef WRAP_AROUND\n\n\t\t\tfloat pointDiffuseWeightFull = max( dotProduct, 0.0 );\n\t\t\tfloat pointDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\n\n\t\t\tvec3 pointDiffuseWeight = mix( vec3( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );\n\n\t\t#else\n\n\t\t\tfloat pointDiffuseWeight = max( dotProduct, 0.0 );\n\n\t\t#endif\n\n\t\tpointDiffuse += diffuse * pointLightColor[ i ] * pointDiffuseWeight * lDistance;\n\n\t\t\t\t// specular\n\n\t\tvec3 pointHalfVector = normalize( lVector + viewPosition );\n\t\tfloat pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );\n\t\tfloat pointSpecularWeight = specularStrength * max( pow( pointDotNormalHalf, shininess ), 0.0 );\n\n\t\tfloat specularNormalization = ( shininess + 2.0 ) / 8.0;\n\n\t\tvec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, pointHalfVector ), 0.0 ), 5.0 );\n\t\tpointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance * specularNormalization;\n\n\t}\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n\tvec3 spotDiffuse = vec3( 0.0 );\n\tvec3 spotSpecular = vec3( 0.0 );\n\n\tfor ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\n\n\t\tvec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\n\t\tvec3 lVector = lPosition.xyz + vViewPosition.xyz;\n\n\t\tfloat lDistance = 1.0;\n\t\tif ( spotLightDistance[ i ] > 0.0 )\n\t\t\tlDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );\n\n\t\tlVector = normalize( lVector );\n\n\t\tfloat spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );\n\n\t\tif ( spotEffect > spotLightAngleCos[ i ] ) {\n\n\t\t\tspotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );\n\n\t\t\t\t\t// diffuse\n\n\t\t\tfloat dotProduct = dot( normal, lVector );\n\n\t\t\t#ifdef WRAP_AROUND\n\n\t\t\t\tfloat spotDiffuseWeightFull = max( dotProduct, 0.0 );\n\t\t\t\tfloat spotDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\n\n\t\t\t\tvec3 spotDiffuseWeight = mix( vec3( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );\n\n\t\t\t#else\n\n\t\t\t\tfloat spotDiffuseWeight = max( dotProduct, 0.0 );\n\n\t\t\t#endif\n\n\t\t\tspotDiffuse += diffuse * spotLightColor[ i ] * spotDiffuseWeight * lDistance * spotEffect;\n\n\t\t\t\t\t// specular\n\n\t\t\tvec3 spotHalfVector = normalize( lVector + viewPosition );\n\t\t\tfloat spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );\n\t\t\tfloat spotSpecularWeight = specularStrength * max( pow( spotDotNormalHalf, shininess ), 0.0 );\n\n\t\t\tfloat specularNormalization = ( shininess + 2.0 ) / 8.0;\n\n\t\t\tvec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, spotHalfVector ), 0.0 ), 5.0 );\n\t\t\tspotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * specularNormalization * spotEffect;\n\n\t\t}\n\n\t}\n\n#endif\n\n#if MAX_DIR_LIGHTS > 0\n\n\tvec3 dirDiffuse = vec3( 0.0 );\n\tvec3 dirSpecular = vec3( 0.0 );\n\n\tfor( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\n\n\t\tvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\n\t\tvec3 dirVector = normalize( lDirection.xyz );\n\n\t\t\t\t// diffuse\n\n\t\tfloat dotProduct = dot( normal, dirVector );\n\n\t\t#ifdef WRAP_AROUND\n\n\t\t\tfloat dirDiffuseWeightFull = max( dotProduct, 0.0 );\n\t\t\tfloat dirDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\n\n\t\t\tvec3 dirDiffuseWeight = mix( vec3( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), wrapRGB );\n\n\t\t#else\n\n\t\t\tfloat dirDiffuseWeight = max( dotProduct, 0.0 );\n\n\t\t#endif\n\n\t\tdirDiffuse += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;\n\n\t\t// specular\n\n\t\tvec3 dirHalfVector = normalize( dirVector + viewPosition );\n\t\tfloat dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );\n\t\tfloat dirSpecularWeight = specularStrength * max( pow( dirDotNormalHalf, shininess ), 0.0 );\n\n\t\t/*\n\t\t// fresnel term from skin shader\n\t\tconst float F0 = 0.128;\n\n\t\tfloat base = 1.0 - dot( viewPosition, dirHalfVector );\n\t\tfloat exponential = pow( base, 5.0 );\n\n\t\tfloat fresnel = exponential + F0 * ( 1.0 - exponential );\n\t\t*/\n\n\t\t/*\n\t\t// fresnel term from fresnel shader\n\t\tconst float mFresnelBias = 0.08;\n\t\tconst float mFresnelScale = 0.3;\n\t\tconst float mFresnelPower = 5.0;\n\n\t\tfloat fresnel = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( -viewPosition ), normal ), mFresnelPower );\n\t\t*/\n\n\t\tfloat specularNormalization = ( shininess + 2.0 ) / 8.0;\n\n\t\t// \t\tdirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization * fresnel;\n\n\t\tvec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( dirVector, dirHalfVector ), 0.0 ), 5.0 );\n\t\tdirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;\n\n\n\t}\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n\tvec3 hemiDiffuse = vec3( 0.0 );\n\tvec3 hemiSpecular = vec3( 0.0 );\n\n\tfor( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\n\n\t\tvec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );\n\t\tvec3 lVector = normalize( lDirection.xyz );\n\n\t\t// diffuse\n\n\t\tfloat dotProduct = dot( normal, lVector );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\n\n\t\tvec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\n\n\t\themiDiffuse += diffuse * hemiColor;\n\n\t\t// specular (sky light)\n\n\t\tvec3 hemiHalfVectorSky = normalize( lVector + viewPosition );\n\t\tfloat hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;\n\t\tfloat hemiSpecularWeightSky = specularStrength * max( pow( max( hemiDotNormalHalfSky, 0.0 ), shininess ), 0.0 );\n\n\t\t// specular (ground light)\n\n\t\tvec3 lVectorGround = -lVector;\n\n\t\tvec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );\n\t\tfloat hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;\n\t\tfloat hemiSpecularWeightGround = specularStrength * max( pow( max( hemiDotNormalHalfGround, 0.0 ), shininess ), 0.0 );\n\n\t\tfloat dotProductGround = dot( normal, lVectorGround );\n\n\t\tfloat specularNormalization = ( shininess + 2.0 ) / 8.0;\n\n\t\tvec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, hemiHalfVectorSky ), 0.0 ), 5.0 );\n\t\tvec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 0.0 ), 5.0 );\n\t\themiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );\n\n\t}\n\n#endif\n\nvec3 totalDiffuse = vec3( 0.0 );\nvec3 totalSpecular = vec3( 0.0 );\n\n#if MAX_DIR_LIGHTS > 0\n\n\ttotalDiffuse += dirDiffuse;\n\ttotalSpecular += dirSpecular;\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n\ttotalDiffuse += hemiDiffuse;\n\ttotalSpecular += hemiSpecular;\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n\ttotalDiffuse += pointDiffuse;\n\ttotalSpecular += pointSpecular;\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n\ttotalDiffuse += spotDiffuse;\n\ttotalSpecular += spotSpecular;\n\n#endif\n\n#ifdef METAL\n\n\tgl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient + totalSpecular );\n\n#else\n\n\tgl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient ) + totalSpecular;\n\n#endif";
391THREE.ShaderChunk.fog_pars_fragment=
"#ifdef USE_FOG\n\n\tuniform vec3 fogColor;\n\n\t#ifdef FOG_EXP2\n\n\t\tuniform float fogDensity;\n\n\t#else\n\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n\n#endif";
THREE.ShaderChunk.morphnormal_vertex=
"#ifdef USE_MORPHNORMALS\n\n\tvec3 morphedNormal = vec3( 0.0 );\n\n\tmorphedNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n\tmorphedNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n\tmorphedNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n\tmorphedNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n\n\tmorphedNormal += normal;\n\n#endif";
392THREE.ShaderChunk.envmap_pars_fragment=
"#ifdef USE_ENVMAP\n\n\tuniform float reflectivity;\n\tuniform samplerCube envMap;\n\tuniform float flipEnvMap;\n\tuniform int combine;\n\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\n\t\tuniform bool useRefract;\n\t\tuniform float refractionRatio;\n\n\t#else\n\n\t\tvarying vec3 vReflect;\n\n\t#endif\n\n#endif";
THREE.ShaderChunk.logdepthbuf_fragment=
"#if defined(USE_LOGDEPTHBUF) && defined(USE_LOGDEPTHBUF_EXT)\n\n\tgl_FragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5;\n\n#endif";
393THREE.ShaderChunk.normalmap_pars_fragment=
"#ifdef USE_NORMALMAP\n\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n\n\t\t\t// Per-Pixel Tangent Space Normal Mapping\n\t\t\t// http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html\n\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\n\n\t\tvec3 q0 = dFdx( eye_pos.xyz );\n\t\tvec3 q1 = dFdy( eye_pos.xyz );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\n\t\tvec3 S = normalize( q0 * st1.t - q1 * st0.t );\n\t\tvec3 T = normalize( -q0 * st1.s + q1 * st0.s );\n\t\tvec3 N = normalize( surf_norm );\n\n\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\tmapN.xy = normalScale * mapN.xy;\n\t\tmat3 tsn = mat3( S, T, N );\n\t\treturn normalize( tsn * mapN );\n\n\t}\n\n#endif\n";
394THREE.ShaderChunk.lights_phong_pars_vertex=
"#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )\n\n\tvarying vec3 vWorldPosition;\n\n#endif\n";
THREE.ShaderChunk.lightmap_pars_fragment=
"#ifdef USE_LIGHTMAP\n\n\tvarying vec2 vUv2;\n\tuniform sampler2D lightMap;\n\n#endif";
THREE.ShaderChunk.shadowmap_vertex=
"#ifdef USE_SHADOWMAP\n\n\tfor( int i = 0; i < MAX_SHADOWS; i ++ ) {\n\n\t\tvShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;\n\n\t}\n\n#endif";
395THREE.ShaderChunk.lights_phong_vertex=
"#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )\n\n\tvWorldPosition = worldPosition.xyz;\n\n#endif";
THREE.ShaderChunk.map_fragment=
"#ifdef USE_MAP\n\n\tvec4 texelColor = texture2D( map, vUv );\n\n\t#ifdef GAMMA_INPUT\n\n\t\ttexelColor.xyz *= texelColor.xyz;\n\n\t#endif\n\n\tgl_FragColor = gl_FragColor * texelColor;\n\n#endif";
THREE.ShaderChunk.lightmap_vertex=
"#ifdef USE_LIGHTMAP\n\n\tvUv2 = uv2;\n\n#endif";
396THREE.ShaderChunk.map_particle_fragment=
"#ifdef USE_MAP\n\n\tgl_FragColor = gl_FragColor * texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) );\n\n#endif";
THREE.ShaderChunk.color_pars_fragment=
"#ifdef USE_COLOR\n\n\tvarying vec3 vColor;\n\n#endif\n";
THREE.ShaderChunk.color_vertex=
"#ifdef USE_COLOR\n\n\t#ifdef GAMMA_INPUT\n\n\t\tvColor = color * color;\n\n\t#else\n\n\t\tvColor = color;\n\n\t#endif\n\n#endif";
THREE.ShaderChunk.skinning_vertex=
"#ifdef USE_SKINNING\n\n\t#ifdef USE_MORPHTARGETS\n\n\tvec4 skinVertex = bindMatrix * vec4( morphed, 1.0 );\n\n\t#else\n\n\tvec4 skinVertex = bindMatrix * vec4( position, 1.0 );\n\n\t#endif\n\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\tskinned = bindMatrixInverse * skinned;\n\n#endif\n";
397THREE.ShaderChunk.envmap_pars_vertex=
"#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP )\n\n\tvarying vec3 vReflect;\n\n\tuniform float refractionRatio;\n\tuniform bool useRefract;\n\n#endif\n";
THREE.ShaderChunk.linear_to_gamma_fragment=
"#ifdef GAMMA_OUTPUT\n\n\tgl_FragColor.xyz = sqrt( gl_FragColor.xyz );\n\n#endif";
THREE.ShaderChunk.color_pars_vertex=
"#ifdef USE_COLOR\n\n\tvarying vec3 vColor;\n\n#endif";
THREE.ShaderChunk.lights_lambert_pars_vertex=
"uniform vec3 ambient;\nuniform vec3 diffuse;\nuniform vec3 emissive;\n\nuniform vec3 ambientLightColor;\n\n#if MAX_DIR_LIGHTS > 0\n\n\tuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\n\tuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n\tuniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\n\tuniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\n\tuniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n\tuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\n\tuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n\tuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n\tuniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\n\tuniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\n\tuniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\n\tuniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n\tuniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];\n\tuniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n\n#endif\n\n#ifdef WRAP_AROUND\n\n\tuniform vec3 wrapRGB;\n\n#endif\n";
398THREE.ShaderChunk.map_pars_vertex=
"#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP )\n\n\tvarying vec2 vUv;\n\tuniform vec4 offsetRepeat;\n\n#endif\n";
THREE.ShaderChunk.envmap_fragment=
"#ifdef USE_ENVMAP\n\n\tvec3 reflectVec;\n\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\n\t\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\n\t\t// http://en.wikibooks.org/wiki/GLSL_Programming/Applying_Matrix_Transformations\n\t\t// Transforming Normal Vectors with the Inverse Transformation\n\n\t\tvec3 worldNormal = normalize( vec3( vec4( normal, 0.0 ) * viewMatrix ) );\n\n\t\tif ( useRefract ) {\n\n\t\t\treflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n\n\t\t} else { \n\n\t\t\treflectVec = reflect( cameraToVertex, worldNormal );\n\n\t\t}\n\n\t#else\n\n\t\treflectVec = vReflect;\n\n\t#endif\n\n\t#ifdef DOUBLE_SIDED\n\n\t\tfloat flipNormal = ( -1.0 + 2.0 * float( gl_FrontFacing ) );\n\t\tvec4 cubeColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\n\t#else\n\n\t\tvec4 cubeColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\n\t#endif\n\n\t#ifdef GAMMA_INPUT\n\n\t\tcubeColor.xyz *= cubeColor.xyz;\n\n\t#endif\n\n\tif ( combine == 1 ) {\n\n\t\tgl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularStrength * reflectivity );\n\n\t} else if ( combine == 2 ) {\n\n\t\tgl_FragColor.xyz += cubeColor.xyz * specularStrength * reflectivity;\n\n\t} else {\n\n\t\tgl_FragColor.xyz = mix( gl_FragColor.xyz, gl_FragColor.xyz * cubeColor.xyz, specularStrength * reflectivity );\n\n\t}\n\n#endif";
399THREE.ShaderChunk.specularmap_pars_fragment=
"#ifdef USE_SPECULARMAP\n\n\tuniform sampler2D specularMap;\n\n#endif";
THREE.ShaderChunk.logdepthbuf_vertex=
"#ifdef USE_LOGDEPTHBUF\n\n\tgl_Position.z = log2(max(1e-6, gl_Position.w + 1.0)) * logDepthBufFC;\n\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\n#else\n\n\t\tgl_Position.z = (gl_Position.z - 1.0) * gl_Position.w;\n\n\t#endif\n\n#endif";
THREE.ShaderChunk.morphtarget_pars_vertex=
"#ifdef USE_MORPHTARGETS\n\n\t#ifndef USE_MORPHNORMALS\n\n\tuniform float morphTargetInfluences[ 8 ];\n\n\t#else\n\n\tuniform float morphTargetInfluences[ 4 ];\n\n\t#endif\n\n#endif";
400THREE.ShaderChunk.specularmap_fragment=
"float specularStrength;\n\n#ifdef USE_SPECULARMAP\n\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n\n#else\n\n\tspecularStrength = 1.0;\n\n#endif";
THREE.ShaderChunk.fog_fragment=
"#ifdef USE_FOG\n\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\n\t\tfloat depth = gl_FragDepthEXT / gl_FragCoord.w;\n\n\t#else\n\n\t\tfloat depth = gl_FragCoord.z / gl_FragCoord.w;\n\n\t#endif\n\n\t#ifdef FOG_EXP2\n\n\t\tconst float LOG2 = 1.442695;\n\t\tfloat fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );\n\t\tfogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );\n\n\t#else\n\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, depth );\n\n\t#endif\n\t\n\tgl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );\n\n#endif";
401THREE.ShaderChunk.bumpmap_pars_fragment=
"#ifdef USE_BUMPMAP\n\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\n\t\t\t// Derivative maps - bump mapping unparametrized surfaces by Morten Mikkelsen\n\t\t\t//\thttp://mmikkelsen3d.blogspot.sk/2011/07/derivative-maps.html\n\n\t\t\t// Evaluate the derivative of the height w.r.t. screen-space using forward differencing (listing 2)\n\n\tvec2 dHdxy_fwd() {\n\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\n\t\treturn vec2( dBx, dBy );\n\n\t}\n\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n\n\t\tvec3 vSigmaX = dFdx( surf_pos );\n\t\tvec3 vSigmaY = dFdy( surf_pos );\n\t\tvec3 vN = surf_norm;\t\t// normalized\n\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\n\t\tfloat fDet = dot( vSigmaX, R1 );\n\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\n\t}\n\n#endif";
402THREE.ShaderChunk.defaultnormal_vertex=
"vec3 objectNormal;\n\n#ifdef USE_SKINNING\n\n\tobjectNormal = skinnedNormal.xyz;\n\n#endif\n\n#if !defined( USE_SKINNING ) && defined( USE_MORPHNORMALS )\n\n\tobjectNormal = morphedNormal;\n\n#endif\n\n#if !defined( USE_SKINNING ) && ! defined( USE_MORPHNORMALS )\n\n\tobjectNormal = normal;\n\n#endif\n\n#ifdef FLIP_SIDED\n\n\tobjectNormal = -objectNormal;\n\n#endif\n\nvec3 transformedNormal = normalMatrix * objectNormal;";
403THREE.ShaderChunk.lights_phong_pars_fragment=
"uniform vec3 ambientLightColor;\n\n#if MAX_DIR_LIGHTS > 0\n\n\tuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\n\tuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n\tuniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\n\tuniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\n\tuniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n\tuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\n\n\tuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n\tuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n\tuniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\n\tuniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\n\tuniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\n\tuniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];\n\tuniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n\n\tuniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )\n\n\tvarying vec3 vWorldPosition;\n\n#endif\n\n#ifdef WRAP_AROUND\n\n\tuniform vec3 wrapRGB;\n\n#endif\n\nvarying vec3 vViewPosition;\nvarying vec3 vNormal;";
404THREE.ShaderChunk.skinbase_vertex=
"#ifdef USE_SKINNING\n\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n\n#endif";
THREE.ShaderChunk.map_vertex=
"#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP )\n\n\tvUv = uv * offsetRepeat.zw + offsetRepeat.xy;\n\n#endif";
405THREE.ShaderChunk.lightmap_fragment=
"#ifdef USE_LIGHTMAP\n\n\tgl_FragColor = gl_FragColor * texture2D( lightMap, vUv2 );\n\n#endif";
THREE.ShaderChunk.shadowmap_pars_vertex=
"#ifdef USE_SHADOWMAP\n\n\tvarying vec4 vShadowCoord[ MAX_SHADOWS ];\n\tuniform mat4 shadowMatrix[ MAX_SHADOWS ];\n\n#endif";
THREE.ShaderChunk.color_fragment=
"#ifdef USE_COLOR\n\n\tgl_FragColor = gl_FragColor * vec4( vColor, 1.0 );\n\n#endif";
THREE.ShaderChunk.morphtarget_vertex=
"#ifdef USE_MORPHTARGETS\n\n\tvec3 morphed = vec3( 0.0 );\n\tmorphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n\tmorphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n\tmorphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n\tmorphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n\n\t#ifndef USE_MORPHNORMALS\n\n\tmorphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n\tmorphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n\tmorphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n\tmorphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n\n\t#endif\n\n\tmorphed += position;\n\n#endif";
406THREE.ShaderChunk.envmap_vertex=
"#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP )\n\n\tvec3 worldNormal = mat3( modelMatrix[ 0 ].xyz, modelMatrix[ 1 ].xyz, modelMatrix[ 2 ].xyz ) * objectNormal;\n\tworldNormal = normalize( worldNormal );\n\n\tvec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\n\tif ( useRefract ) {\n\n\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\n\t} else {\n\n\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\n\t}\n\n#endif";
407THREE.ShaderChunk.shadowmap_fragment=
"#ifdef USE_SHADOWMAP\n\n\t#ifdef SHADOWMAP_DEBUG\n\n\t\tvec3 frustumColors[3];\n\t\tfrustumColors[0] = vec3( 1.0, 0.5, 0.0 );\n\t\tfrustumColors[1] = vec3( 0.0, 1.0, 0.8 );\n\t\tfrustumColors[2] = vec3( 0.0, 0.5, 1.0 );\n\n\t#endif\n\n\t#ifdef SHADOWMAP_CASCADE\n\n\t\tint inFrustumCount = 0;\n\n\t#endif\n\n\tfloat fDepth;\n\tvec3 shadowColor = vec3( 1.0 );\n\n\tfor( int i = 0; i < MAX_SHADOWS; i ++ ) {\n\n\t\tvec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;\n\n\t\t\t\t// if ( something && something ) breaks ATI OpenGL shader compiler\n\t\t\t\t// if ( all( something, something ) ) using this instead\n\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\n\t\t\t\t// don't shadow pixels outside of light frustum\n\t\t\t\t// use just first frustum (for cascades)\n\t\t\t\t// don't shadow pixels behind far plane of light frustum\n\n\t\t#ifdef SHADOWMAP_CASCADE\n\n\t\t\tinFrustumCount += int( inFrustum );\n\t\t\tbvec3 frustumTestVec = bvec3( inFrustum, inFrustumCount == 1, shadowCoord.z <= 1.0 );\n\n\t\t#else\n\n\t\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\n\t\t#endif\n\n\t\tbool frustumTest = all( frustumTestVec );\n\n\t\tif ( frustumTest ) {\n\n\t\t\tshadowCoord.z += shadowBias[ i ];\n\n\t\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\n\t\t\t\t\t\t// Percentage-close filtering\n\t\t\t\t\t\t// (9 pixel kernel)\n\t\t\t\t\t\t// http://fabiensanglard.net/shadowmappingPCF/\n\n\t\t\t\tfloat shadow = 0.0;\n\n\t\t/*\n\t\t\t\t\t\t// nested loops breaks shader compiler / validator on some ATI cards when using OpenGL\n\t\t\t\t\t\t// must enroll loop manually\n\n\t\t\t\tfor ( float y = -1.25; y <= 1.25; y += 1.25 )\n\t\t\t\t\tfor ( float x = -1.25; x <= 1.25; x += 1.25 ) {\n\n\t\t\t\t\t\tvec4 rgbaDepth = texture2D( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );\n\n\t\t\t\t\t\t\t\t// doesn't seem to produce any noticeable visual difference compared to simple texture2D lookup\n\t\t\t\t\t\t\t\t//vec4 rgbaDepth = texture2DProj( shadowMap[ i ], vec4( vShadowCoord[ i ].w * ( vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy ), 0.05, vShadowCoord[ i ].w ) );\n\n\t\t\t\t\t\tfloat fDepth = unpackDepth( rgbaDepth );\n\n\t\t\t\t\t\tif ( fDepth < shadowCoord.z )\n\t\t\t\t\t\t\tshadow += 1.0;\n\n\t\t\t\t}\n\n\t\t\t\tshadow /= 9.0;\n\n\t\t*/\n\n\t\t\t\tconst float shadowDelta = 1.0 / 9.0;\n\n\t\t\t\tfloat xPixelOffset = 1.0 / shadowMapSize[ i ].x;\n\t\t\t\tfloat yPixelOffset = 1.0 / shadowMapSize[ i ].y;\n\n\t\t\t\tfloat dx0 = -1.25 * xPixelOffset;\n\t\t\t\tfloat dy0 = -1.25 * yPixelOffset;\n\t\t\t\tfloat dx1 = 1.25 * xPixelOffset;\n\t\t\t\tfloat dy1 = 1.25 * yPixelOffset;\n\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n\t\t\t\tshadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );\n\n\t\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\n\t\t\t\t\t\t// Percentage-close filtering\n\t\t\t\t\t\t// (9 pixel kernel)\n\t\t\t\t\t\t// http://fabiensanglard.net/shadowmappingPCF/\n\n\t\t\t\tfloat shadow = 0.0;\n\n\t\t\t\tfloat xPixelOffset = 1.0 / shadowMapSize[ i ].x;\n\t\t\t\tfloat yPixelOffset = 1.0 / shadowMapSize[ i ].y;\n\n\t\t\t\tfloat dx0 = -1.0 * xPixelOffset;\n\t\t\t\tfloat dy0 = -1.0 * yPixelOffset;\n\t\t\t\tfloat dx1 = 1.0 * xPixelOffset;\n\t\t\t\tfloat dy1 = 1.0 * yPixelOffset;\n\n\t\t\t\tmat3 shadowKernel;\n\t\t\t\tmat3 depthKernel;\n\n\t\t\t\tdepthKernel[0][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );\n\t\t\t\tdepthKernel[0][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );\n\t\t\t\tdepthKernel[0][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );\n\t\t\t\tdepthKernel[1][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );\n\t\t\t\tdepthKernel[1][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );\n\t\t\t\tdepthKernel[1][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );\n\t\t\t\tdepthKernel[2][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );\n\t\t\t\tdepthKernel[2][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );\n\t\t\t\tdepthKernel[2][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );\n\n\t\t\t\tvec3 shadowZ = vec3( shadowCoord.z );\n\t\t\t\tshadowKernel[0] = vec3(lessThan(depthKernel[0], shadowZ ));\n\t\t\t\tshadowKernel[0] *= vec3(0.25);\n\n\t\t\t\tshadowKernel[1] = vec3(lessThan(depthKernel[1], shadowZ ));\n\t\t\t\tshadowKernel[1] *= vec3(0.25);\n\n\t\t\t\tshadowKernel[2] = vec3(lessThan(depthKernel[2], shadowZ ));\n\t\t\t\tshadowKernel[2] *= vec3(0.25);\n\n\t\t\t\tvec2 fractionalCoord = 1.0 - fract( shadowCoord.xy * shadowMapSize[i].xy );\n\n\t\t\t\tshadowKernel[0] = mix( shadowKernel[1], shadowKernel[0], fractionalCoord.x );\n\t\t\t\tshadowKernel[1] = mix( shadowKernel[2], shadowKernel[1], fractionalCoord.x );\n\n\t\t\t\tvec4 shadowValues;\n\t\t\t\tshadowValues.x = mix( shadowKernel[0][1], shadowKernel[0][0], fractionalCoord.y );\n\t\t\t\tshadowValues.y = mix( shadowKernel[0][2], shadowKernel[0][1], fractionalCoord.y );\n\t\t\t\tshadowValues.z = mix( shadowKernel[1][1], shadowKernel[1][0], fractionalCoord.y );\n\t\t\t\tshadowValues.w = mix( shadowKernel[1][2], shadowKernel[1][1], fractionalCoord.y );\n\n\t\t\t\tshadow = dot( shadowValues, vec4( 1.0 ) );\n\n\t\t\t\tshadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );\n\n\t\t\t#else\n\n\t\t\t\tvec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );\n\t\t\t\tfloat fDepth = unpackDepth( rgbaDepth );\n\n\t\t\t\tif ( fDepth < shadowCoord.z )\n\n\t\t// spot with multiple shadows is darker\n\n\t\t\t\t\tshadowColor = shadowColor * vec3( 1.0 - shadowDarkness[ i ] );\n\n\t\t// spot with multiple shadows has the same color as single shadow spot\n\n\t\t// \t\t\t\t\tshadowColor = min( shadowColor, vec3( shadowDarkness[ i ] ) );\n\n\t\t\t#endif\n\n\t\t}\n\n\n\t\t#ifdef SHADOWMAP_DEBUG\n\n\t\t\t#ifdef SHADOWMAP_CASCADE\n\n\t\t\t\tif ( inFrustum && inFrustumCount == 1 ) gl_FragColor.xyz *= frustumColors[ i ];\n\n\t\t\t#else\n\n\t\t\t\tif ( inFrustum ) gl_FragColor.xyz *= frustumColors[ i ];\n\n\t\t\t#endif\n\n\t\t#endif\n\n\t}\n\n\t#ifdef GAMMA_OUTPUT\n\n\t\tshadowColor *= shadowColor;\n\n\t#endif\n\n\tgl_FragColor.xyz = gl_FragColor.xyz * shadowColor;\n\n#endif\n";
408THREE.ShaderChunk.worldpos_vertex=
"#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )\n\n\t#ifdef USE_SKINNING\n\n\t\tvec4 worldPosition = modelMatrix * skinned;\n\n\t#endif\n\n\t#if defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )\n\n\t\tvec4 worldPosition = modelMatrix * vec4( morphed, 1.0 );\n\n\t#endif\n\n\t#if ! defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )\n\n\t\tvec4 worldPosition = modelMatrix * vec4( position, 1.0 );\n\n\t#endif\n\n#endif";
409THREE.ShaderChunk.shadowmap_pars_fragment=
"#ifdef USE_SHADOWMAP\n\n\tuniform sampler2D shadowMap[ MAX_SHADOWS ];\n\tuniform vec2 shadowMapSize[ MAX_SHADOWS ];\n\n\tuniform float shadowDarkness[ MAX_SHADOWS ];\n\tuniform float shadowBias[ MAX_SHADOWS ];\n\n\tvarying vec4 vShadowCoord[ MAX_SHADOWS ];\n\n\tfloat unpackDepth( const in vec4 rgba_depth ) {\n\n\t\tconst vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );\n\t\tfloat depth = dot( rgba_depth, bit_shift );\n\t\treturn depth;\n\n\t}\n\n#endif";
410THREE.ShaderChunk.skinning_pars_vertex=
"#ifdef USE_SKINNING\n\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\n\t#ifdef BONE_TEXTURE\n\n\t\tuniform sampler2D boneTexture;\n\t\tuniform int boneTextureWidth;\n\t\tuniform int boneTextureHeight;\n\n\t\tmat4 getBoneMatrix( const in float i ) {\n\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureWidth ) );\n\t\t\tfloat y = floor( j / float( boneTextureWidth ) );\n\n\t\t\tfloat dx = 1.0 / float( boneTextureWidth );\n\t\t\tfloat dy = 1.0 / float( boneTextureHeight );\n\n\t\t\ty = dy * ( y + 0.5 );\n\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\n\t\t\treturn bone;\n\n\t\t}\n\n\t#else\n\n\t\tuniform mat4 boneGlobalMatrices[ MAX_BONES ];\n\n\t\tmat4 getBoneMatrix( const in float i ) {\n\n\t\t\tmat4 bone = boneGlobalMatrices[ int(i) ];\n\t\t\treturn bone;\n\n\t\t}\n\n\t#endif\n\n#endif\n";
411THREE.ShaderChunk.logdepthbuf_pars_fragment=
"#ifdef USE_LOGDEPTHBUF\n\n\tuniform float logDepthBufFC;\n\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\n\t\t#extension GL_EXT_frag_depth : enable\n\t\tvarying float vFragDepth;\n\n\t#endif\n\n#endif";
THREE.ShaderChunk.alphamap_fragment=
"#ifdef USE_ALPHAMAP\n\n\tgl_FragColor.a *= texture2D( alphaMap, vUv ).g;\n\n#endif\n";
THREE.ShaderChunk.alphamap_pars_fragment=
"#ifdef USE_ALPHAMAP\n\n\tuniform sampler2D alphaMap;\n\n#endif\n";
412THREE.UniformsUtils={
merge:
function(
a){
var b,
c,
d,
e={};
for(
b=0;
b<
a.length;
b++)
for(
c in d=this.
clone(a[
b]),
d)
e[
c]=
d[
c];
return e},
clone:
function(
a){
var b,
c,
d,
e={};
for(
b in a)
for(
c in e[
b]={},
a[
b])
d=
a[
b][
c],
e[
b][
c]=
d instanceof THREE.Color||
d instanceof THREE.Vector2||
d instanceof THREE.Vector3||
d instanceof THREE.Vector4||
d instanceof THREE.Matrix4||
d instanceof THREE.Texture?
d.clone():
d instanceof Array?
d.slice():
d;
return e}};
413THREE.UniformsLib={
common:{
diffuse:{type:
"c",
value:
new THREE.Color(15658734)},
opacity:{type:
"f",
value:1},
map:{type:
"t",
value:
null},
offsetRepeat:{type:
"v4",
value:
new THREE.Vector4(0,0,1,1)},
lightMap:{type:
"t",
value:
null},
specularMap:{type:
"t",
value:
null},
alphaMap:{type:
"t",
value:
null},
envMap:{type:
"t",
value:
null},
flipEnvMap:{type:
"f",
value:-1},
useRefract:{type:
"i",
value:0},
reflectivity:{type:
"f",
value:1},
refractionRatio:{type:
"f",
value:0.98},
combine:{type:
"i",
value:0},
morphTargetInfluences:{type:
"f",
414value:0}},
bump:{
bumpMap:{type:
"t",
value:
null},
bumpScale:{type:
"f",
value:1}},
normalmap:{
normalMap:{type:
"t",
value:
null},
normalScale:{type:
"v2",
value:
new THREE.Vector2(1,1)}},
fog:{
fogDensity:{type:
"f",
value:2.5E-4},
fogNear:{type:
"f",
value:1},
fogFar:{type:
"f",
value:2
E3},
fogColor:{type:
"c",
value:
new THREE.Color(16777215)}},
lights:{
ambientLightColor:{type:
"fv",
value:[]},
directionalLightDirection:{type:
"fv",
value:[]},
directionalLightColor:{type:
"fv",
value:[]},
hemisphereLightDirection:{type:
"fv",
value:[]},
415hemisphereLightSkyColor:{type:
"fv",
value:[]},
hemisphereLightGroundColor:{type:
"fv",
value:[]},
pointLightColor:{type:
"fv",
value:[]},
pointLightPosition:{type:
"fv",
value:[]},
pointLightDistance:{type:
"fv1",
value:[]},
spotLightColor:{type:
"fv",
value:[]},
spotLightPosition:{type:
"fv",
value:[]},
spotLightDirection:{type:
"fv",
value:[]},
spotLightDistance:{type:
"fv1",
value:[]},
spotLightAngleCos:{type:
"fv1",
value:[]},
spotLightExponent:{type:
"fv1",
value:[]}},
particle:{
psColor:{type:
"c",
value:
new THREE.Color(15658734)},
416opacity:{type:
"f",
value:1},
size:{type:
"f",
value:1},
scale:{type:
"f",
value:1},
map:{type:
"t",
value:
null},
fogDensity:{type:
"f",
value:2.5E-4},
fogNear:{type:
"f",
value:1},
fogFar:{type:
"f",
value:2
E3},
fogColor:{type:
"c",
value:
new THREE.Color(16777215)}},
shadowmap:{
shadowMap:{type:
"tv",
value:[]},
shadowMapSize:{type:
"v2v",
value:[]},
shadowBias:{type:
"fv1",
value:[]},
shadowDarkness:{type:
"fv1",
value:[]},
shadowMatrix:{type:
"m4v",
value:[]}}};
417THREE.ShaderLib={
basic:{
uniforms:
THREE.UniformsUtils.merge([
THREE.UniformsLib.common,
THREE.UniformsLib.fog,
THREE.UniformsLib.shadowmap]),
vertexShader:[
THREE.ShaderChunk.map_pars_vertex,
THREE.ShaderChunk.lightmap_pars_vertex,
THREE.ShaderChunk.envmap_pars_vertex,
THREE.ShaderChunk.color_pars_vertex,
THREE.ShaderChunk.morphtarget_pars_vertex,
THREE.ShaderChunk.skinning_pars_vertex,
THREE.ShaderChunk.shadowmap_pars_vertex,
THREE.ShaderChunk.logdepthbuf_pars_vertex,
"void main() {",
THREE.ShaderChunk.map_vertex,
418THREE.ShaderChunk.lightmap_vertex,
THREE.ShaderChunk.color_vertex,
THREE.ShaderChunk.skinbase_vertex,
"\t#ifdef USE_ENVMAP",
THREE.ShaderChunk.morphnormal_vertex,
THREE.ShaderChunk.skinnormal_vertex,
THREE.ShaderChunk.defaultnormal_vertex,
"\t#endif",
THREE.ShaderChunk.morphtarget_vertex,
THREE.ShaderChunk.skinning_vertex,
THREE.ShaderChunk.default_vertex,
THREE.ShaderChunk.logdepthbuf_vertex,
THREE.ShaderChunk.worldpos_vertex,
THREE.ShaderChunk.envmap_vertex,
THREE.ShaderChunk.shadowmap_vertex,
"}"].join(
"\n"),
419fragmentShader:[
"uniform vec3 diffuse;\nuniform float opacity;",
THREE.ShaderChunk.color_pars_fragment,
THREE.ShaderChunk.map_pars_fragment,
THREE.ShaderChunk.alphamap_pars_fragment,
THREE.ShaderChunk.lightmap_pars_fragment,
THREE.ShaderChunk.envmap_pars_fragment,
THREE.ShaderChunk.fog_pars_fragment,
THREE.ShaderChunk.shadowmap_pars_fragment,
THREE.ShaderChunk.specularmap_pars_fragment,
THREE.ShaderChunk.logdepthbuf_pars_fragment,
"void main() {\n\tgl_FragColor = vec4( diffuse, opacity );",
THREE.ShaderChunk.logdepthbuf_fragment,
420THREE.ShaderChunk.map_fragment,
THREE.ShaderChunk.alphamap_fragment,
THREE.ShaderChunk.alphatest_fragment,
THREE.ShaderChunk.specularmap_fragment,
THREE.ShaderChunk.lightmap_fragment,
THREE.ShaderChunk.color_fragment,
THREE.ShaderChunk.envmap_fragment,
THREE.ShaderChunk.shadowmap_fragment,
THREE.ShaderChunk.linear_to_gamma_fragment,
THREE.ShaderChunk.fog_fragment,
"}"].join(
"\n")},
lambert:{
uniforms:
THREE.UniformsUtils.merge([
THREE.UniformsLib.common,
THREE.UniformsLib.fog,
THREE.UniformsLib.lights,
THREE.UniformsLib.shadowmap,
421{
ambient:{type:
"c",
value:
new THREE.Color(16777215)},
emissive:{type:
"c",
value:
new THREE.Color(0)},
wrapRGB:{type:
"v3",
value:
new THREE.Vector3(1,1,1)}}]),
vertexShader:[
"#define LAMBERT\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n#endif",
THREE.ShaderChunk.map_pars_vertex,
THREE.ShaderChunk.lightmap_pars_vertex,
THREE.ShaderChunk.envmap_pars_vertex,
THREE.ShaderChunk.lights_lambert_pars_vertex,
THREE.ShaderChunk.color_pars_vertex,
THREE.ShaderChunk.morphtarget_pars_vertex,
THREE.ShaderChunk.skinning_pars_vertex,
422THREE.ShaderChunk.shadowmap_pars_vertex,
THREE.ShaderChunk.logdepthbuf_pars_vertex,
"void main() {",
THREE.ShaderChunk.map_vertex,
THREE.ShaderChunk.lightmap_vertex,
THREE.ShaderChunk.color_vertex,
THREE.ShaderChunk.morphnormal_vertex,
THREE.ShaderChunk.skinbase_vertex,
THREE.ShaderChunk.skinnormal_vertex,
THREE.ShaderChunk.defaultnormal_vertex,
THREE.ShaderChunk.morphtarget_vertex,
THREE.ShaderChunk.skinning_vertex,
THREE.ShaderChunk.default_vertex,
THREE.ShaderChunk.logdepthbuf_vertex,
THREE.ShaderChunk.worldpos_vertex,
423THREE.ShaderChunk.envmap_vertex,
THREE.ShaderChunk.lights_lambert_vertex,
THREE.ShaderChunk.shadowmap_vertex,
"}"].join(
"\n"),
fragmentShader:[
"uniform float opacity;\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n#endif",
THREE.ShaderChunk.color_pars_fragment,
THREE.ShaderChunk.map_pars_fragment,
THREE.ShaderChunk.alphamap_pars_fragment,
THREE.ShaderChunk.lightmap_pars_fragment,
THREE.ShaderChunk.envmap_pars_fragment,
THREE.ShaderChunk.fog_pars_fragment,
THREE.ShaderChunk.shadowmap_pars_fragment,
424THREE.ShaderChunk.specularmap_pars_fragment,
THREE.ShaderChunk.logdepthbuf_pars_fragment,
"void main() {\n\tgl_FragColor = vec4( vec3( 1.0 ), opacity );",
THREE.ShaderChunk.logdepthbuf_fragment,
THREE.ShaderChunk.map_fragment,
THREE.ShaderChunk.alphamap_fragment,
THREE.ShaderChunk.alphatest_fragment,
THREE.ShaderChunk.specularmap_fragment,
"\t#ifdef DOUBLE_SIDED\n\t\tif ( gl_FrontFacing )\n\t\t\tgl_FragColor.xyz *= vLightFront;\n\t\telse\n\t\t\tgl_FragColor.xyz *= vLightBack;\n\t#else\n\t\tgl_FragColor.xyz *= vLightFront;\n\t#endif",
425THREE.ShaderChunk.lightmap_fragment,
THREE.ShaderChunk.color_fragment,
THREE.ShaderChunk.envmap_fragment,
THREE.ShaderChunk.shadowmap_fragment,
THREE.ShaderChunk.linear_to_gamma_fragment,
THREE.ShaderChunk.fog_fragment,
"}"].join(
"\n")},
phong:{
uniforms:
THREE.UniformsUtils.merge([
THREE.UniformsLib.common,
THREE.UniformsLib.bump,
THREE.UniformsLib.normalmap,
THREE.UniformsLib.fog,
THREE.UniformsLib.lights,
THREE.UniformsLib.shadowmap,{ambient:{type:
"c",value:new THREE.Color(16777215)},
emissive:{type:
"c",
value:
new THREE.Color(0)},
426specular:{type:
"c",
value:
new THREE.Color(1118481)},
shininess:{type:
"f",
value:30},
wrapRGB:{type:
"v3",
value:
new THREE.Vector3(1,1,1)}}]),
vertexShader:[
"#define PHONG\nvarying vec3 vViewPosition;\nvarying vec3 vNormal;",
THREE.
ShaderChunk.
map_pars_vertex,
THREE.
ShaderChunk.
lightmap_pars_vertex,
THREE.
ShaderChunk.
envmap_pars_vertex,
THREE.
ShaderChunk.
lights_phong_pars_vertex,
THREE.
ShaderChunk.
color_pars_vertex,
THREE.
ShaderChunk.
morphtarget_pars_vertex,
THREE.
ShaderChunk.
skinning_pars_vertex,
THREE.
ShaderChunk.
shadowmap_pars_vertex,
427THREE.
ShaderChunk.
logdepthbuf_pars_vertex,
"void main() {",
THREE.
ShaderChunk.
map_vertex,
THREE.
ShaderChunk.
lightmap_vertex,
THREE.
ShaderChunk.
color_vertex,
THREE.
ShaderChunk.
morphnormal_vertex,
THREE.
ShaderChunk.
skinbase_vertex,
THREE.
ShaderChunk.
skinnormal_vertex,
THREE.
ShaderChunk.
defaultnormal_vertex,
"\tvNormal = normalize( transformedNormal );",
THREE.
ShaderChunk.
morphtarget_vertex,
THREE.
ShaderChunk.
skinning_vertex,
THREE.
ShaderChunk.
default_vertex,
THREE.
ShaderChunk.
logdepthbuf_vertex,
"\tvViewPosition = -mvPosition.xyz;",
428THREE.
ShaderChunk.
worldpos_vertex,
THREE.
ShaderChunk.
envmap_vertex,
THREE.
ShaderChunk.
lights_phong_vertex,
THREE.
ShaderChunk.
shadowmap_vertex,
"}"].
join(
"\n"),
fragmentShader:[
"uniform vec3 diffuse;\nuniform float opacity;\nuniform vec3 ambient;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;",
THREE.
ShaderChunk.
color_pars_fragment,
THREE.
ShaderChunk.
map_pars_fragment,
THREE.
ShaderChunk.
alphamap_pars_fragment,
THREE.
ShaderChunk.
lightmap_pars_fragment,
THREE.
ShaderChunk.
envmap_pars_fragment,
429THREE.
ShaderChunk.
fog_pars_fragment,
THREE.
ShaderChunk.
lights_phong_pars_fragment,
THREE.
ShaderChunk.
shadowmap_pars_fragment,
THREE.
ShaderChunk.
bumpmap_pars_fragment,
THREE.
ShaderChunk.
normalmap_pars_fragment,
THREE.
ShaderChunk.
specularmap_pars_fragment,
THREE.
ShaderChunk.
logdepthbuf_pars_fragment,
"void main() {\n\tgl_FragColor = vec4( vec3( 1.0 ), opacity );",
THREE.
ShaderChunk.
logdepthbuf_fragment,
THREE.
ShaderChunk.
map_fragment,
THREE.
ShaderChunk.
alphamap_fragment,
THREE.
ShaderChunk.
alphatest_fragment,
THREE.
ShaderChunk.
specularmap_fragment,
430THREE.
ShaderChunk.
lights_phong_fragment,
THREE.
ShaderChunk.
lightmap_fragment,
THREE.
ShaderChunk.
color_fragment,
THREE.
ShaderChunk.
envmap_fragment,
THREE.
ShaderChunk.
shadowmap_fragment,
THREE.
ShaderChunk.
linear_to_gamma_fragment,
THREE.
ShaderChunk.
fog_fragment,
"}"].
join(
"\n")},
particle_basic:{
uniforms:
THREE.UniformsUtils.merge([
THREE.UniformsLib.particle,
THREE.UniformsLib.shadowmap]),
vertexShader:[
"uniform float size;\nuniform float scale;",
THREE.ShaderChunk.color_pars_vertex,
THREE.ShaderChunk.shadowmap_pars_vertex,
431THREE.ShaderChunk.logdepthbuf_pars_vertex,
"void main() {",
THREE.ShaderChunk.color_vertex,
"\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\t#ifdef USE_SIZEATTENUATION\n\t\tgl_PointSize = size * ( scale / length( mvPosition.xyz ) );\n\t#else\n\t\tgl_PointSize = size;\n\t#endif\n\tgl_Position = projectionMatrix * mvPosition;",
THREE.ShaderChunk.logdepthbuf_vertex,
THREE.ShaderChunk.worldpos_vertex,
THREE.ShaderChunk.shadowmap_vertex,
"}"].join(
"\n"),
fragmentShader:[
"uniform vec3 psColor;\nuniform float opacity;",
432THREE.ShaderChunk.color_pars_fragment,
THREE.ShaderChunk.map_particle_pars_fragment,
THREE.ShaderChunk.fog_pars_fragment,
THREE.ShaderChunk.shadowmap_pars_fragment,
THREE.ShaderChunk.logdepthbuf_pars_fragment,
"void main() {\n\tgl_FragColor = vec4( psColor, opacity );",
THREE.ShaderChunk.logdepthbuf_fragment,
THREE.ShaderChunk.map_particle_fragment,
THREE.ShaderChunk.alphatest_fragment,
THREE.ShaderChunk.color_fragment,
THREE.ShaderChunk.shadowmap_fragment,
THREE.ShaderChunk.fog_fragment,
"}"].join(
"\n")},
dashed:{
uniforms:
THREE.UniformsUtils.merge([
THREE.UniformsLib.common,
433THREE.UniformsLib.fog,{scale:{type:
"f",value:1},
dashSize:{type:
"f",
value:1},
totalSize:{type:
"f",
value:2}}]),
vertexShader:[
"uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;",
THREE.
ShaderChunk.
color_pars_vertex,
THREE.
ShaderChunk.
logdepthbuf_pars_vertex,
"void main() {",
THREE.
ShaderChunk.
color_vertex,
"\tvLineDistance = scale * lineDistance;\n\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\tgl_Position = projectionMatrix * mvPosition;",
THREE.
ShaderChunk.
logdepthbuf_vertex,
434"}"].
join(
"\n"),
fragmentShader:[
"uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;",
THREE.
ShaderChunk.
color_pars_fragment,
THREE.
ShaderChunk.
fog_pars_fragment,
THREE.
ShaderChunk.
logdepthbuf_pars_fragment,
"void main() {\n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tgl_FragColor = vec4( diffuse, opacity );",
THREE.
ShaderChunk.
logdepthbuf_fragment,
THREE.
ShaderChunk.
color_fragment,
THREE.
ShaderChunk.
fog_fragment,
435"}"].
join(
"\n")},
depth:{
uniforms:{
mNear:{type:
"f",
value:1},
mFar:{type:
"f",
value:2
E3},
opacity:{type:
"f",
value:1}},
vertexShader:[
THREE.ShaderChunk.morphtarget_pars_vertex,
THREE.ShaderChunk.logdepthbuf_pars_vertex,
"void main() {",
THREE.ShaderChunk.morphtarget_vertex,
THREE.ShaderChunk.default_vertex,
THREE.ShaderChunk.logdepthbuf_vertex,
"}"].join(
"\n"),
fragmentShader:[
"uniform float mNear;\nuniform float mFar;\nuniform float opacity;",
THREE.ShaderChunk.logdepthbuf_pars_fragment,
"void main() {",
THREE.ShaderChunk.logdepthbuf_fragment,
436"\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tfloat depth = gl_FragDepthEXT / gl_FragCoord.w;\n\t#else\n\t\tfloat depth = gl_FragCoord.z / gl_FragCoord.w;\n\t#endif\n\tfloat color = 1.0 - smoothstep( mNear, mFar, depth );\n\tgl_FragColor = vec4( vec3( color ), opacity );\n}"].join(
"\n")},
normal:{
uniforms:{
opacity:{type:
"f",
value:1}},
vertexShader:[
"varying vec3 vNormal;",
THREE.ShaderChunk.morphtarget_pars_vertex,
THREE.ShaderChunk.logdepthbuf_pars_vertex,
"void main() {\n\tvNormal = normalize( normalMatrix * normal );",
437THREE.ShaderChunk.morphtarget_vertex,
THREE.ShaderChunk.default_vertex,
THREE.ShaderChunk.logdepthbuf_vertex,
"}"].join(
"\n"),
fragmentShader:[
"uniform float opacity;\nvarying vec3 vNormal;",
THREE.ShaderChunk.logdepthbuf_pars_fragment,
"void main() {\n\tgl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",
THREE.ShaderChunk.logdepthbuf_fragment,
"}"].join(
"\n")},
normalmap:{
uniforms:
THREE.UniformsUtils.merge([
THREE.UniformsLib.fog,
THREE.UniformsLib.lights,
THREE.UniformsLib.shadowmap,{enableAO:{type:
"i",
438value:0},
enableDiffuse:{type:
"i",
value:0},
enableSpecular:{type:
"i",
value:0},
enableReflection:{type:
"i",
value:0},
enableDisplacement:{type:
"i",
value:0},
tDisplacement:{type:
"t",
value:
null},
tDiffuse:{type:
"t",
value:
null},
tCube:{type:
"t",
value:
null},
tNormal:{type:
"t",
value:
null},
tSpecular:{type:
"t",
value:
null},
tAO:{type:
"t",
value:
null},
uNormalScale:{type:
"v2",
value:
new THREE.Vector2(1,1)},
uDisplacementBias:{type:
"f",
value:0},
uDisplacementScale:{type:
"f",
value:1},
diffuse:{type:
"c",
value:
new THREE.Color(16777215)},
439specular:{type:
"c",
value:
new THREE.Color(1118481)},
ambient:{type:
"c",
value:
new THREE.Color(16777215)},
shininess:{type:
"f",
value:30},
opacity:{type:
"f",
value:1},
useRefract:{type:
"i",
value:0},
refractionRatio:{type:
"f",
value:0.98},
reflectivity:{type:
"f",
value:0.5},
uOffset:{type:
"v2",
value:
new THREE.Vector2(0,0)},
uRepeat:{type:
"v2",
value:
new THREE.Vector2(1,1)},
wrapRGB:{type:
"v3",
value:
new THREE.Vector3(1,1,1)}}]),
fragmentShader:[
"uniform vec3 ambient;\nuniform vec3 diffuse;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\nuniform bool enableDiffuse;\nuniform bool enableSpecular;\nuniform bool enableAO;\nuniform bool enableReflection;\nuniform sampler2D tDiffuse;\nuniform sampler2D tNormal;\nuniform sampler2D tSpecular;\nuniform sampler2D tAO;\nuniform samplerCube tCube;\nuniform vec2 uNormalScale;\nuniform bool useRefract;\nuniform float refractionRatio;\nuniform float reflectivity;\nvarying vec3 vTangent;\nvarying vec3 vBinormal;\nvarying vec3 vNormal;\nvarying vec2 vUv;\nuniform vec3 ambientLightColor;\n#if MAX_DIR_LIGHTS > 0\n\tuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\n\tuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_HEMI_LIGHTS > 0\n\tuniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\n\tuniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\n\tuniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\n\tuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\n\tuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n\tuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n#endif\n#if MAX_SPOT_LIGHTS > 0\n\tuniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\n\tuniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\n\tuniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\n\tuniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];\n\tuniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n\tuniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n#endif\n#ifdef WRAP_AROUND\n\tuniform vec3 wrapRGB;\n#endif\nvarying vec3 vWorldPosition;\nvarying vec3 vViewPosition;",
440THREE.
ShaderChunk.
shadowmap_pars_fragment,
THREE.
ShaderChunk.
fog_pars_fragment,
THREE.
ShaderChunk.
logdepthbuf_pars_fragment,
"void main() {",
THREE.
ShaderChunk.
logdepthbuf_fragment,
"\tgl_FragColor = vec4( vec3( 1.0 ), opacity );\n\tvec3 specularTex = vec3( 1.0 );\n\tvec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;\n\tnormalTex.xy *= uNormalScale;\n\tnormalTex = normalize( normalTex );\n\tif( enableDiffuse ) {\n\t\t#ifdef GAMMA_INPUT\n\t\t\tvec4 texelColor = texture2D( tDiffuse, vUv );\n\t\t\ttexelColor.xyz *= texelColor.xyz;\n\t\t\tgl_FragColor = gl_FragColor * texelColor;\n\t\t#else\n\t\t\tgl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );\n\t\t#endif\n\t}\n\tif( enableAO ) {\n\t\t#ifdef GAMMA_INPUT\n\t\t\tvec4 aoColor = texture2D( tAO, vUv );\n\t\t\taoColor.xyz *= aoColor.xyz;\n\t\t\tgl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;\n\t\t#else\n\t\t\tgl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;\n\t\t#endif\n\t}",
441THREE.
ShaderChunk.
alphatest_fragment,
"\tif( enableSpecular )\n\t\tspecularTex = texture2D( tSpecular, vUv ).xyz;\n\tmat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );\n\tvec3 finalNormal = tsb * normalTex;\n\t#ifdef FLIP_SIDED\n\t\tfinalNormal = -finalNormal;\n\t#endif\n\tvec3 normal = normalize( finalNormal );\n\tvec3 viewPosition = normalize( vViewPosition );\n\t#if MAX_POINT_LIGHTS > 0\n\t\tvec3 pointDiffuse = vec3( 0.0 );\n\t\tvec3 pointSpecular = vec3( 0.0 );\n\t\tfor ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\n\t\t\tvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\n\t\t\tvec3 pointVector = lPosition.xyz + vViewPosition.xyz;\n\t\t\tfloat pointDistance = 1.0;\n\t\t\tif ( pointLightDistance[ i ] > 0.0 )\n\t\t\t\tpointDistance = 1.0 - min( ( length( pointVector ) / pointLightDistance[ i ] ), 1.0 );\n\t\t\tpointVector = normalize( pointVector );\n\t\t\t#ifdef WRAP_AROUND\n\t\t\t\tfloat pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );\n\t\t\t\tfloat pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );\n\t\t\t\tvec3 pointDiffuseWeight = mix( vec3( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );\n\t\t\t#else\n\t\t\t\tfloat pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );\n\t\t\t#endif\n\t\t\tpointDiffuse += pointDistance * pointLightColor[ i ] * diffuse * pointDiffuseWeight;\n\t\t\tvec3 pointHalfVector = normalize( pointVector + viewPosition );\n\t\t\tfloat pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );\n\t\t\tfloat pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, shininess ), 0.0 );\n\t\t\tfloat specularNormalization = ( shininess + 2.0 ) / 8.0;\n\t\t\tvec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( pointVector, pointHalfVector ), 0.0 ), 5.0 );\n\t\t\tpointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;\n\t\t}\n\t#endif\n\t#if MAX_SPOT_LIGHTS > 0\n\t\tvec3 spotDiffuse = vec3( 0.0 );\n\t\tvec3 spotSpecular = vec3( 0.0 );\n\t\tfor ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\n\t\t\tvec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\n\t\t\tvec3 spotVector = lPosition.xyz + vViewPosition.xyz;\n\t\t\tfloat spotDistance = 1.0;\n\t\t\tif ( spotLightDistance[ i ] > 0.0 )\n\t\t\t\tspotDistance = 1.0 - min( ( length( spotVector ) / spotLightDistance[ i ] ), 1.0 );\n\t\t\tspotVector = normalize( spotVector );\n\t\t\tfloat spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );\n\t\t\tif ( spotEffect > spotLightAngleCos[ i ] ) {\n\t\t\t\tspotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );\n\t\t\t\t#ifdef WRAP_AROUND\n\t\t\t\t\tfloat spotDiffuseWeightFull = max( dot( normal, spotVector ), 0.0 );\n\t\t\t\t\tfloat spotDiffuseWeightHalf = max( 0.5 * dot( normal, spotVector ) + 0.5, 0.0 );\n\t\t\t\t\tvec3 spotDiffuseWeight = mix( vec3( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );\n\t\t\t\t#else\n\t\t\t\t\tfloat spotDiffuseWeight = max( dot( normal, spotVector ), 0.0 );\n\t\t\t\t#endif\n\t\t\t\tspotDiffuse += spotDistance * spotLightColor[ i ] * diffuse * spotDiffuseWeight * spotEffect;\n\t\t\t\tvec3 spotHalfVector = normalize( spotVector + viewPosition );\n\t\t\t\tfloat spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );\n\t\t\t\tfloat spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, shininess ), 0.0 );\n\t\t\t\tfloat specularNormalization = ( shininess + 2.0 ) / 8.0;\n\t\t\t\tvec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( spotVector, spotHalfVector ), 0.0 ), 5.0 );\n\t\t\t\tspotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;\n\t\t\t}\n\t\t}\n\t#endif\n\t#if MAX_DIR_LIGHTS > 0\n\t\tvec3 dirDiffuse = vec3( 0.0 );\n\t\tvec3 dirSpecular = vec3( 0.0 );\n\t\tfor( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {\n\t\t\tvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\n\t\t\tvec3 dirVector = normalize( lDirection.xyz );\n\t\t\t#ifdef WRAP_AROUND\n\t\t\t\tfloat directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );\n\t\t\t\tfloat directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );\n\t\t\t\tvec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );\n\t\t\t#else\n\t\t\t\tfloat dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );\n\t\t\t#endif\n\t\t\tdirDiffuse += directionalLightColor[ i ] * diffuse * dirDiffuseWeight;\n\t\t\tvec3 dirHalfVector = normalize( dirVector + viewPosition );\n\t\t\tfloat dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );\n\t\t\tfloat dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, shininess ), 0.0 );\n\t\t\tfloat specularNormalization = ( shininess + 2.0 ) / 8.0;\n\t\t\tvec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( dirVector, dirHalfVector ), 0.0 ), 5.0 );\n\t\t\tdirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;\n\t\t}\n\t#endif\n\t#if MAX_HEMI_LIGHTS > 0\n\t\tvec3 hemiDiffuse = vec3( 0.0 );\n\t\tvec3 hemiSpecular = vec3( 0.0 );\n\t\tfor( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\n\t\t\tvec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );\n\t\t\tvec3 lVector = normalize( lDirection.xyz );\n\t\t\tfloat dotProduct = dot( normal, lVector );\n\t\t\tfloat hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\n\t\t\tvec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\n\t\t\themiDiffuse += diffuse * hemiColor;\n\t\t\tvec3 hemiHalfVectorSky = normalize( lVector + viewPosition );\n\t\t\tfloat hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;\n\t\t\tfloat hemiSpecularWeightSky = specularTex.r * max( pow( max( hemiDotNormalHalfSky, 0.0 ), shininess ), 0.0 );\n\t\t\tvec3 lVectorGround = -lVector;\n\t\t\tvec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );\n\t\t\tfloat hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;\n\t\t\tfloat hemiSpecularWeightGround = specularTex.r * max( pow( max( hemiDotNormalHalfGround, 0.0 ), shininess ), 0.0 );\n\t\t\tfloat dotProductGround = dot( normal, lVectorGround );\n\t\t\tfloat specularNormalization = ( shininess + 2.0 ) / 8.0;\n\t\t\tvec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, hemiHalfVectorSky ), 0.0 ), 5.0 );\n\t\t\tvec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 0.0 ), 5.0 );\n\t\t\themiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );\n\t\t}\n\t#endif\n\tvec3 totalDiffuse = vec3( 0.0 );\n\tvec3 totalSpecular = vec3( 0.0 );\n\t#if MAX_DIR_LIGHTS > 0\n\t\ttotalDiffuse += dirDiffuse;\n\t\ttotalSpecular += dirSpecular;\n\t#endif\n\t#if MAX_HEMI_LIGHTS > 0\n\t\ttotalDiffuse += hemiDiffuse;\n\t\ttotalSpecular += hemiSpecular;\n\t#endif\n\t#if MAX_POINT_LIGHTS > 0\n\t\ttotalDiffuse += pointDiffuse;\n\t\ttotalSpecular += pointSpecular;\n\t#endif\n\t#if MAX_SPOT_LIGHTS > 0\n\t\ttotalDiffuse += spotDiffuse;\n\t\ttotalSpecular += spotSpecular;\n\t#endif\n\t#ifdef METAL\n\t\tgl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient + totalSpecular );\n\t#else\n\t\tgl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient ) + totalSpecular;\n\t#endif\n\tif ( enableReflection ) {\n\t\tvec3 vReflect;\n\t\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\t\tif ( useRefract ) {\n\t\t\tvReflect = refract( cameraToVertex, normal, refractionRatio );\n\t\t} else {\n\t\t\tvReflect = reflect( cameraToVertex, normal );\n\t\t}\n\t\tvec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );\n\t\t#ifdef GAMMA_INPUT\n\t\t\tcubeColor.xyz *= cubeColor.xyz;\n\t\t#endif\n\t\tgl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * reflectivity );\n\t}",
443THREE.
ShaderChunk.
skinning_pars_vertex,
THREE.
ShaderChunk.
shadowmap_pars_vertex,
THREE.
ShaderChunk.
logdepthbuf_pars_vertex,
"void main() {",
THREE.
ShaderChunk.
skinbase_vertex,
THREE.
ShaderChunk.
skinnormal_vertex,
"\t#ifdef USE_SKINNING\n\t\tvNormal = normalize( normalMatrix * skinnedNormal.xyz );\n\t\tvec4 skinnedTangent = skinMatrix * vec4( tangent.xyz, 0.0 );\n\t\tvTangent = normalize( normalMatrix * skinnedTangent.xyz );\n\t#else\n\t\tvNormal = normalize( normalMatrix * normal );\n\t\tvTangent = normalize( normalMatrix * tangent.xyz );\n\t#endif\n\tvBinormal = normalize( cross( vNormal, vTangent ) * tangent.w );\n\tvUv = uv * uRepeat + uOffset;\n\tvec3 displacedPosition;\n\t#ifdef VERTEX_TEXTURES\n\t\tif ( enableDisplacement ) {\n\t\t\tvec3 dv = texture2D( tDisplacement, uv ).xyz;\n\t\t\tfloat df = uDisplacementScale * dv.x + uDisplacementBias;\n\t\t\tdisplacedPosition = position + normalize( normal ) * df;\n\t\t} else {\n\t\t\t#ifdef USE_SKINNING\n\t\t\t\tvec4 skinVertex = bindMatrix * vec4( position, 1.0 );\n\t\t\t\tvec4 skinned = vec4( 0.0 );\n\t\t\t\tskinned += boneMatX * skinVertex * skinWeight.x;\n\t\t\t\tskinned += boneMatY * skinVertex * skinWeight.y;\n\t\t\t\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\t\t\t\tskinned += boneMatW * skinVertex * skinWeight.w;\n\t\t\t\tskinned = bindMatrixInverse * skinned;\n\t\t\t\tdisplacedPosition = skinned.xyz;\n\t\t\t#else\n\t\t\t\tdisplacedPosition = position;\n\t\t\t#endif\n\t\t}\n\t#else\n\t\t#ifdef USE_SKINNING\n\t\t\tvec4 skinVertex = bindMatrix * vec4( position, 1.0 );\n\t\t\tvec4 skinned = vec4( 0.0 );\n\t\t\tskinned += boneMatX * skinVertex * skinWeight.x;\n\t\t\tskinned += boneMatY * skinVertex * skinWeight.y;\n\t\t\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\t\t\tskinned += boneMatW * skinVertex * skinWeight.w;\n\t\t\tskinned = bindMatrixInverse * skinned;\n\t\t\tdisplacedPosition = skinned.xyz;\n\t\t#else\n\t\t\tdisplacedPosition = position;\n\t\t#endif\n\t#endif\n\tvec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );\n\tvec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );\n\tgl_Position = projectionMatrix * mvPosition;",
444THREE.
ShaderChunk.
logdepthbuf_vertex,
"\tvWorldPosition = worldPosition.xyz;\n\tvViewPosition = -mvPosition.xyz;\n\t#ifdef USE_SHADOWMAP\n\t\tfor( int i = 0; i < MAX_SHADOWS; i ++ ) {\n\t\t\tvShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;\n\t\t}\n\t#endif\n}"].
join(
"\n")},
cube:{
uniforms:{
tCube:{type:
"t",
value:
null},
tFlip:{type:
"f",
value:-1}},
vertexShader:[
"varying vec3 vWorldPosition;",
THREE.ShaderChunk.logdepthbuf_pars_vertex,
"void main() {\n\tvec4 worldPosition = modelMatrix * vec4( position, 1.0 );\n\tvWorldPosition = worldPosition.xyz;\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
445THREE.ShaderChunk.logdepthbuf_vertex,
"}"].join(
"\n"),
fragmentShader:[
"uniform samplerCube tCube;\nuniform float tFlip;\nvarying vec3 vWorldPosition;",
THREE.ShaderChunk.logdepthbuf_pars_fragment,
"void main() {\n\tgl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
THREE.ShaderChunk.logdepthbuf_fragment,
"}"].join(
"\n")},
depthRGBA:{
uniforms:{},
vertexShader:[
THREE.ShaderChunk.morphtarget_pars_vertex,
THREE.ShaderChunk.skinning_pars_vertex,
THREE.ShaderChunk.logdepthbuf_pars_vertex,
446"void main() {",
THREE.ShaderChunk.skinbase_vertex,
THREE.ShaderChunk.morphtarget_vertex,
THREE.ShaderChunk.skinning_vertex,
THREE.ShaderChunk.default_vertex,
THREE.ShaderChunk.logdepthbuf_vertex,
"}"].join(
"\n"),
fragmentShader:[
THREE.ShaderChunk.logdepthbuf_pars_fragment,
"vec4 pack_depth( const in float depth ) {\n\tconst vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );\n\tconst vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );\n\tvec4 res = mod( depth * bit_shift * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );\n\tres -= res.xxyz * bit_mask;\n\treturn res;\n}\nvoid main() {",
447THREE.ShaderChunk.logdepthbuf_fragment,
"\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tgl_FragData[ 0 ] = pack_depth( gl_FragDepthEXT );\n\t#else\n\t\tgl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );\n\t#endif\n}"].join(
"\n")}};
448THREE.WebGLRenderer=
function(
a){
function b(
a,
b){
var c=
a.vertices.length,
d=
b.material;
if(
d.attributes){
void 0===
a.__webglCustomAttributesList&&(
a.__webglCustomAttributesList=[]);
for(
var e in d.attributes){
var f=
d.attributes[
e];
if(!
f.__webglInitialized||
f.createUniqueBuffers){
f.__webglInitialized=!0;
var g=1;
"v2"===
f.type?
g=2:
"v3"===
f.type?
g=3:
"v4"===
f.type?
g=4:
"c"===
f.type&&(
g=3);
f.size=
g;
f.array=
new Float32Array(
c*
g);
f.buffer=
m.createBuffer();
f.buffer.belongsToAttribute=
e;
f.needsUpdate=!0}
a.__webglCustomAttributesList.push(
f)}}}
449function c(
a,
b){
var c=
b.geometry,
g=
a.faces3,
h=3*
g.length,
k=1*
g.length,
l=3*
g.length,
g=
d(
b,
a),
n=
f(
g),
r=
e(
g),
p=
g.vertexColors?
g.vertexColors:!1;
a.__vertexArray=
new Float32Array(3*
h);
r&&(
a.__normalArray=
new Float32Array(3*
h));
c.hasTangents&&(
a.__tangentArray=
new Float32Array(4*
h));
p&&(
a.__colorArray=
new Float32Array(3*
h));
n&&(0<
c.faceVertexUvs.length&&(
a.__uvArray=
new Float32Array(2*
h)),1<
c.faceVertexUvs.length&&(
a.__uv2Array=
new Float32Array(2*
h)));
b.geometry.skinWeights.length&&
b.geometry.skinIndices.length&&
4512*
l;
if(
g.attributes){
void 0===
a.__webglCustomAttributesList&&(
a.__webglCustomAttributesList=[]);
for(
var q in g.attributes){
var k=
g.attributes[
q],
l={},
s;
for(
s in k)
l[
s]=
k[
s];
if(!
l.__webglInitialized||
l.createUniqueBuffers)
l.__webglInitialized=!0,
c=1,
"v2"===
l.type?
c=2:
"v3"===
l.type?
c=3:
"v4"===
l.type?
c=4:
"c"===
l.type&&(
c=3),
l.size=
c,
l.array=
new Float32Array(
h*
c),
l.buffer=
m.createBuffer(),
l.buffer.belongsToAttribute=
q,
k.needsUpdate=!0,
l.__original=
k;
a.__webglCustomAttributesList.push(
l)}}
a.__inittedArrays=
453"index"===
b?
m.ELEMENT_ARRAY_BUFFER:
m.ARRAY_BUFFER,
d=
a.attributes[
b];
d.buffer=
m.createBuffer();
m.bindBuffer(
c,
d.buffer);
m.bufferData(
c,
d.array,
m.STATIC_DRAW)}}
function h(
a,
b,
c,
d){
for(
var e in b){
var f=
b[
e],
g=
c[
e];
if(0<=
f)
if(
g){
var h=
g.itemSize;
m.bindBuffer(
m.ARRAY_BUFFER,
g.buffer);
l(
f);
m.vertexAttribPointer(
f,
h,
m.FLOAT,!1,0,
d*
h*4)}
else a.defaultAttributeValues&&(2===
a.defaultAttributeValues[
e].length?
m.vertexAttrib2fv(
f,
a.defaultAttributeValues[
e]):3===
a.defaultAttributeValues[
e].length&&
m.vertexAttrib3fv(
f,
454a.defaultAttributeValues[
e]))}
n()}
function k(){
for(
var a=0,
b=
pb.length;
a<
b;
a++)
pb[
a]=0}
function l(
a){
pb[
a]=1;0===
tb[
a]&&(
m.enableVertexAttribArray(
a),
tb[
a]=1)}
function n(){
for(
var a=0,
b=
tb.length;
a<
b;
a++)
tb[
a]!==
pb[
a]&&(
m.disableVertexAttribArray(
a),
tb[
a]=0)}
function q(
a,
b){
return a.z!==
b.z?
b.z-
a.z:
a.id-
b.id}
function r(
a,
b){
return a.z!==
b.z?
a.z-
b.z:
a.id-
b.id}
function t(
a,
b){
return b[0]-
a[0]}
function s(
a,
b,
h){
if(!1!==
b.visible){
var k=
a.__webglObjects[
b.id];
if(
k&&(!1===
b.frustumCulled||!0===
jc.intersectsObject(
b))){
var l=
455b.geometry,
n,
r,
p;
if(
l instanceof THREE.BufferGeometry){
var q=
m.DYNAMIC_DRAW,
w=
l.attributes,
u,
v;
for(
u in w)
v=
w[
u],
v.needsUpdate&&(
"index"===
u?(
m.bindBuffer(
m.ELEMENT_ARRAY_BUFFER,
v.buffer),
m.bufferData(
m.ELEMENT_ARRAY_BUFFER,
v.array,
q)):(
m.bindBuffer(
m.ARRAY_BUFFER,
v.buffer),
m.bufferData(
m.ARRAY_BUFFER,
v.array,
q)),
v.needsUpdate=!1)}
else if(
b instanceof THREE.Mesh){
if(
l.buffersNeedUpdate||
l.groupsNeedUpdate)
l instanceof THREE.BufferGeometry?
g(
l):
b instanceof THREE.Mesh&&
D(
a,
b,
l);
for(
var A=0,
z=
l.geometryGroupsList.length;
A<
456z;
A++)
if(
n=
l.geometryGroupsList[
A],
p=
d(
b,
n),(
l.buffersNeedUpdate||
l.groupsNeedUpdate)&&
c(
n,
b),
r=
p.attributes&&
x(
p),
l.verticesNeedUpdate||
l.morphTargetsNeedUpdate||
l.elementsNeedUpdate||
l.uvsNeedUpdate||
l.normalsNeedUpdate||
l.colorsNeedUpdate||
l.tangentsNeedUpdate||
r){
var y=
n,
E=
b,
I=
m.DYNAMIC_DRAW,
J=!
l.dynamic,
L=
p;
if(
y.__inittedArrays){
var K=
e(
L),
H=
L.vertexColors?
L.vertexColors:!1,
Q=
f(
L),
O=
K===
THREE.SmoothShading,
B=
void 0,
N=
void 0,
P=
void 0,
T=
void 0,
R=
void 0,
ba=
void 0,
S=
void 0,
$=
void 0,
X=
void 0,
V=
void 0,
457za=
void 0,
ga=
void 0,
ha=
void 0,
ia=
void 0,
Ea=
void 0,
aa=
void 0,
da=
void 0,
ya=
void 0,
U=
void 0,
ca=
void 0,
W=
void 0,
Ba=
void 0,
Aa=
void 0,
la=
void 0,
ma=
void 0,
oa=
void 0,
ra=
void 0,
ua=
void 0,
va=
void 0,
ja=
void 0,
Fa=
void 0,
Da=
void 0,
Ga=
void 0,
Ya=
void 0,
qa=
void 0,
Ka=
void 0,
xa=
void 0,
Ca=
void 0,
Ja=
void 0,
Qa=
void 0,
db=0,
eb=0,
Sa=0,
Za=0,
Ta=0,
gb=0,
Ua=0,
ub=0,
$a=0,
wa=0,
Ha=0,
M=0,
Ra=
void 0,
hb=
y.__vertexArray,
cb=
y.__uvArray,
fb=
y.__uv2Array,
yb=
y.__normalArray,
Va=
y.__tangentArray,
ib=
y.__colorArray,
Wa=
y.__skinIndexArray,
Xa=
y.__skinWeightArray,
458tb=
y.__morphTargetsArrays,
wb=
y.__morphNormalsArrays,
sb=
y.__webglCustomAttributesList,
F=
void 0,
pb=
y.__faceArray,
zb=
y.__lineArray,
La=
E.geometry,
Db=
La.elementsNeedUpdate,
xb=
La.uvsNeedUpdate,
Eb=
La.normalsNeedUpdate,
Ob=
La.tangentsNeedUpdate,
Pb=
La.colorsNeedUpdate,
Sb=
La.morphTargetsNeedUpdate,
lc=
La.vertices,
ka=
y.faces3,
jb=
La.faces,
Hb=
La.faceVertexUvs[0],
Ib=
La.faceVertexUvs[1],
mc=
La.skinIndices,
Vb=
La.skinWeights,
Wb=
La.morphTargets,
Jb=
La.morphNormals;
if(
La.verticesNeedUpdate){
B=0;
for(
N=
ka.length;
B<
N;
B++)
T=
459jb[
ka[
B]],
ga=
lc[
T.a],
ha=
lc[
T.b],
ia=
lc[
T.c],
hb[
eb]=
ga.x,
hb[
eb+1]=
ga.y,
hb[
eb+2]=
ga.z,
hb[
eb+3]=
ha.x,
hb[
eb+4]=
ha.y,
hb[
eb+5]=
ha.z,
hb[
eb+6]=
ia.x,
hb[
eb+7]=
ia.y,
hb[
eb+8]=
ia.z,
eb+=9;
m.bindBuffer(
m.ARRAY_BUFFER,
y.__webglVertexBuffer);
m.bufferData(
m.ARRAY_BUFFER,
hb,
I)}
if(
Sb)
for(
qa=0,
Ka=
Wb.length;
qa<
Ka;
qa++){
B=
Ha=0;
for(
N=
ka.length;
B<
N;
B++)
Ja=
ka[
B],
T=
jb[
Ja],
ga=
Wb[
qa].
vertices[
T.a],
ha=
Wb[
qa].vertices[
T.b],
ia=
Wb[
qa].vertices[
T.c],
xa=
tb[
qa],
xa[
Ha]=
ga.x,
xa[
Ha+1]=
ga.y,
xa[
Ha+2]=
ga.z,
xa[
Ha+3]=
ha.x,
xa[
Ha+4]=
ha.y,
xa[
Ha+
4605]=
ha.z,
xa[
Ha+6]=
ia.x,
xa[
Ha+7]=
ia.y,
xa[
Ha+8]=
ia.z,
L.morphNormals&&(
O?(
Qa=
Jb[
qa].vertexNormals[
Ja],
ya=
Qa.a,
U=
Qa.b,
ca=
Qa.c):
ca=
U=
ya=
Jb[
qa].faceNormals[
Ja],
Ca=
wb[
qa],
Ca[
Ha]=
ya.x,
Ca[
Ha+1]=
ya.y,
Ca[
Ha+2]=
ya.z,
Ca[
Ha+3]=
U.x,
Ca[
Ha+4]=
U.y,
Ca[
Ha+5]=
U.z,
Ca[
Ha+6]=
ca.x,
Ca[
Ha+7]=
ca.y,
Ca[
Ha+8]=
ca.z),
Ha+=9;
m.bindBuffer(
m.ARRAY_BUFFER,
y.__webglMorphTargetsBuffers[
qa]);
m.bufferData(
m.ARRAY_BUFFER,
tb[
qa],
I);
L.morphNormals&&(
m.bindBuffer(
m.ARRAY_BUFFER,
y.__webglMorphNormalsBuffers[
qa]),
m.bufferData(
m.ARRAY_BUFFER,
wb[
qa],
461I))}
if(
Vb.length){
B=0;
for(
N=
ka.length;
B<
N;
B++)
T=
jb[
ka[
B]],
la=
Vb[
T.a],
ma=
Vb[
T.b],
oa=
Vb[
T.c],
Xa[
wa]=
la.x,
Xa[
wa+1]=
la.y,
Xa[
wa+2]=
la.z,
Xa[
wa+3]=
la.w,
Xa[
wa+4]=
ma.x,
Xa[
wa+5]=
ma.y,
Xa[
wa+6]=
ma.z,
Xa[
wa+7]=
ma.w,
Xa[
wa+8]=
oa.x,
Xa[
wa+9]=
oa.y,
Xa[
wa+10]=
oa.z,
Xa[
wa+11]=
oa.w,
ra=
mc[
T.a],
ua=
mc[
T.b],
va=
mc[
T.c],
Wa[
wa]=
ra.x,
Wa[
wa+1]=
ra.y,
Wa[
wa+2]=
ra.z,
Wa[
wa+3]=
ra.w,
Wa[
wa+4]=
ua.x,
Wa[
wa+5]=
ua.y,
Wa[
wa+6]=
ua.z,
Wa[
wa+7]=
ua.w,
Wa[
wa+8]=
va.x,
Wa[
wa+9]=
va.y,
Wa[
wa+10]=
va.z,
Wa[
wa+11]=
va.w,
wa+=12;0<
wa&&(
m.bindBuffer(
m.ARRAY_BUFFER,
462y.__webglSkinIndicesBuffer),
m.bufferData(
m.ARRAY_BUFFER,
Wa,
I),
m.bindBuffer(
m.ARRAY_BUFFER,
y.__webglSkinWeightsBuffer),
m.bufferData(
m.ARRAY_BUFFER,
Xa,
I))}
if(
Pb&&
H){
B=0;
for(
N=
ka.length;
B<
N;
B++)
T=
jb[
ka[
B]],
S=
T.vertexColors,
$=
T.color,3===
S.length&&
H===
THREE.VertexColors?(
W=
S[0],
Ba=
S[1],
Aa=
S[2]):
Aa=
Ba=
W=
$,
ib[
$a]=
W.r,
ib[
$a+1]=
W.g,
ib[
$a+2]=
W.b,
ib[
$a+3]=
Ba.r,
ib[
$a+4]=
Ba.g,
ib[
$a+5]=
Ba.b,
ib[
$a+6]=
Aa.r,
ib[
$a+7]=
Aa.g,
ib[
$a+8]=
Aa.b,
$a+=9;0<
$a&&(
m.bindBuffer(
m.ARRAY_BUFFER,
y.__webglColorBuffer),
m.bufferData(
m.ARRAY_BUFFER,
463ib,
I))}
if(
Ob&&
La.hasTangents){
B=0;
for(
N=
ka.length;
B<
N;
B++)
T=
jb[
ka[
B]],
X=
T.vertexTangents,
Ea=
X[0],
aa=
X[1],
da=
X[2],
Va[
Ua]=
Ea.x,
Va[
Ua+1]=
Ea.y,
Va[
Ua+2]=
Ea.z,
Va[
Ua+3]=
Ea.w,
Va[
Ua+4]=
aa.x,
Va[
Ua+5]=
aa.y,
Va[
Ua+6]=
aa.z,
Va[
Ua+7]=
aa.w,
Va[
Ua+8]=
da.x,
Va[
Ua+9]=
da.y,
Va[
Ua+10]=
da.z,
Va[
Ua+11]=
da.w,
Ua+=12;
m.bindBuffer(
m.ARRAY_BUFFER,
y.__webglTangentBuffer);
m.bufferData(
m.ARRAY_BUFFER,
Va,
I)}
if(
Eb&&
K){
B=0;
for(
N=
ka.length;
B<
N;
B++)
if(
T=
jb[
ka[
B]],
R=
T.vertexNormals,
ba=
T.normal,3===
R.length&&
O)
for(
ja=0;3>
ja;
ja++)
Da=
R[
ja],
464yb[
gb]=
Da.x,
yb[
gb+1]=
Da.y,
yb[
gb+2]=
Da.z,
gb+=3;
else for(
ja=0;3>
ja;
ja++)
yb[
gb]=
ba.x,
yb[
gb+1]=
ba.y,
yb[
gb+2]=
ba.z,
gb+=3;
m.bindBuffer(
m.ARRAY_BUFFER,
y.__webglNormalBuffer);
m.bufferData(
m.ARRAY_BUFFER,
yb,
I)}
if(
xb&&
Hb&&
Q){
B=0;
for(
N=
ka.length;
B<
N;
B++)
if(
P=
ka[
B],
V=
Hb[
P],
void 0!==
V)
for(
ja=0;3>
ja;
ja++)
Ga=
V[
ja],
cb[
Sa]=
Ga.x,
cb[
Sa+1]=
Ga.y,
Sa+=2;0<
Sa&&(
m.bindBuffer(
m.ARRAY_BUFFER,
y.__webglUVBuffer),
m.bufferData(
m.ARRAY_BUFFER,
cb,
I))}
if(
xb&&
Ib&&
Q){
B=0;
for(
N=
ka.length;
B<
N;
B++)
if(
P=
ka[
B],
za=
Ib[
P],
void 0!==
za)
for(
ja=
4650;3>
ja;
ja++)
Ya=
za[
ja],
fb[
Za]=
Ya.x,
fb[
Za+1]=
Ya.y,
Za+=2;0<
Za&&(
m.bindBuffer(
m.ARRAY_BUFFER,
y.__webglUV2Buffer),
m.bufferData(
m.ARRAY_BUFFER,
fb,
I))}
if(
Db){
B=0;
for(
N=
ka.length;
B<
N;
B++)
pb[
Ta]=
db,
pb[
Ta+1]=
db+1,
pb[
Ta+2]=
db+2,
Ta+=3,
zb[
ub]=
db,
zb[
ub+1]=
db+1,
zb[
ub+2]=
db,
zb[
ub+3]=
db+2,
zb[
ub+4]=
db+1,
zb[
ub+5]=
db+2,
ub+=6,
db+=3;
m.bindBuffer(
m.ELEMENT_ARRAY_BUFFER,
y.__webglFaceBuffer);
m.bufferData(
m.ELEMENT_ARRAY_BUFFER,
pb,
I);
m.bindBuffer(
m.ELEMENT_ARRAY_BUFFER,
y.__webglLineBuffer);
m.bufferData(
m.ELEMENT_ARRAY_BUFFER,
466zb,
I)}
if(
sb)
for(
ja=0,
Fa=
sb.length;
ja<
Fa;
ja++)
if(
F=
sb[
ja],
F.__original.needsUpdate){
M=0;
if(1===
F.size)
if(
void 0===
F.boundTo||
"vertices"===
F.boundTo)
for(
B=0,
N=
ka.length;
B<
N;
B++)
T=
jb[
ka[
B]],
F.array[
M]=
F.value[
T.a],
F.array[
M+1]=
F.value[
T.b],
F.array[
M+2]=
F.value[
T.c],
M+=3;
else{
if(
"faces"===
F.boundTo)
for(
B=0,
N=
ka.length;
B<
N;
B++)
Ra=
F.value[
ka[
B]],
F.array[
M]=
Ra,
F.array[
M+1]=
Ra,
F.array[
M+2]=
Ra,
M+=3}
else if(2===
F.size)
if(
void 0===
F.boundTo||
"vertices"===
F.boundTo)
for(
B=0,
N=
ka.length;
B<
N;
B++)
T=
jb[
ka[
B]],
ga=
467F.value[
T.a],
ha=
F.value[
T.b],
ia=
F.value[
T.c],
F.array[
M]=
ga.x,
F.array[
M+1]=
ga.y,
F.array[
M+2]=
ha.x,
F.array[
M+3]=
ha.y,
F.array[
M+4]=
ia.x,
F.array[
M+5]=
ia.y,
M+=6;
else{
if(
"faces"===
F.boundTo)
for(
B=0,
N=
ka.length;
B<
N;
B++)
ia=
ha=
ga=
Ra=
F.value[
ka[
B]],
F.array[
M]=
ga.x,
F.array[
M+1]=
ga.y,
F.array[
M+2]=
ha.x,
F.array[
M+3]=
ha.y,
F.array[
M+4]=
ia.x,
F.array[
M+5]=
ia.y,
M+=6}
else if(3===
F.size){
var ta;
ta=
"c"===
F.type?[
"r",
"g",
"b"]:[
"x",
"y",
"z"];
if(
void 0===
F.boundTo||
"vertices"===
F.boundTo)
for(
B=0,
N=
ka.length;
B<
N;
B++)
T=
jb[
ka[
B]],
468ga=
F.value[
T.a],
ha=
F.value[
T.b],
ia=
F.value[
T.c],
F.array[
M]=
ga[
ta[0]],
F.array[
M+1]=
ga[
ta[1]],
F.array[
M+2]=
ga[
ta[2]],
F.array[
M+3]=
ha[
ta[0]],
F.array[
M+4]=
ha[
ta[1]],
F.array[
M+5]=
ha[
ta[2]],
F.array[
M+6]=
ia[
ta[0]],
F.array[
M+7]=
ia[
ta[1]],
F.array[
M+8]=
ia[
ta[2]],
M+=9;
else if(
"faces"===
F.boundTo)
for(
B=0,
N=
ka.length;
B<
N;
B++)
ia=
ha=
ga=
Ra=
F.value[
ka[
B]],
F.array[
M]=
ga[
ta[0]],
F.array[
M+1]=
ga[
ta[1]],
F.array[
M+2]=
ga[
ta[2]],
F.array[
M+3]=
ha[
ta[0]],
F.array[
M+4]=
ha[
ta[1]],
F.array[
M+5]=
ha[
ta[2]],
F.array[
M+6]=
ia[
ta[0]],
F.array[
M+
4697]=
ia[
ta[1]],
F.array[
M+8]=
ia[
ta[2]],
M+=9;
else if(
"faceVertices"===
F.boundTo)
for(
B=0,
N=
ka.length;
B<
N;
B++)
Ra=
F.value[
ka[
B]],
ga=
Ra[0],
ha=
Ra[1],
ia=
Ra[2],
F.array[
M]=
ga[
ta[0]],
F.array[
M+1]=
ga[
ta[1]],
F.array[
M+2]=
ga[
ta[2]],
F.array[
M+3]=
ha[
ta[0]],
F.array[
M+4]=
ha[
ta[1]],
F.array[
M+5]=
ha[
ta[2]],
F.array[
M+6]=
ia[
ta[0]],
F.array[
M+7]=
ia[
ta[1]],
F.array[
M+8]=
ia[
ta[2]],
M+=9}
else if(4===
F.size)
if(
void 0===
F.boundTo||
"vertices"===
F.boundTo)
for(
B=0,
N=
ka.length;
B<
N;
B++)
T=
jb[
ka[
B]],
ga=
F.value[
T.a],
ha=
F.value[
T.b],
ia=
F.value[
T.c],
470F.array[
M]=
ga.x,
F.array[
M+1]=
ga.y,
F.array[
M+2]=
ga.z,
F.array[
M+3]=
ga.w,
F.array[
M+4]=
ha.x,
F.array[
M+5]=
ha.y,
F.array[
M+6]=
ha.z,
F.array[
M+7]=
ha.w,
F.array[
M+8]=
ia.x,
F.array[
M+9]=
ia.y,
F.array[
M+10]=
ia.z,
F.array[
M+11]=
ia.w,
M+=12;
else if(
"faces"===
F.boundTo)
for(
B=0,
N=
ka.length;
B<
N;
B++)
ia=
ha=
ga=
Ra=
F.value[
ka[
B]],
F.array[
M]=
ga.x,
F.array[
M+1]=
ga.y,
F.array[
M+2]=
ga.z,
F.array[
M+3]=
ga.w,
F.array[
M+4]=
ha.x,
F.array[
M+5]=
ha.y,
F.array[
M+6]=
ha.z,
F.array[
M+7]=
ha.w,
F.array[
M+8]=
ia.x,
F.array[
M+9]=
ia.y,
F.array[
M+10]=
ia.z,
471F.array[
M+11]=
ia.w,
M+=12;
else if(
"faceVertices"===
F.boundTo)
for(
B=0,
N=
ka.length;
B<
N;
B++)
Ra=
F.value[
ka[
B]],
ga=
Ra[0],
ha=
Ra[1],
ia=
Ra[2],
F.array[
M]=
ga.x,
F.array[
M+1]=
ga.y,
F.array[
M+2]=
ga.z,
F.array[
M+3]=
ga.w,
F.array[
M+4]=
ha.x,
F.array[
M+5]=
ha.y,
F.array[
M+6]=
ha.z,
F.array[
M+7]=
ha.w,
F.array[
M+8]=
ia.x,
F.array[
M+9]=
ia.y,
F.array[
M+10]=
ia.z,
F.array[
M+11]=
ia.w,
M+=12;
m.bindBuffer(
m.ARRAY_BUFFER,
F.buffer);
m.bufferData(
m.ARRAY_BUFFER,
F.array,
I)}
J&&(
delete y.__inittedArrays,
delete y.__colorArray,
delete y.__normalArray,
472delete y.__tangentArray,
delete y.__uvArray,
delete y.__uv2Array,
delete y.__faceArray,
delete y.__vertexArray,
delete y.__lineArray,
delete y.__skinIndexArray,
delete y.__skinWeightArray)}}
l.verticesNeedUpdate=!1;
l.morphTargetsNeedUpdate=!1;
l.elementsNeedUpdate=!1;
l.uvsNeedUpdate=!1;
l.normalsNeedUpdate=!1;
l.colorsNeedUpdate=!1;
l.tangentsNeedUpdate=!1;
l.buffersNeedUpdate=!1;
p.attributes&&
C(
p)}
else if(
b instanceof THREE.Line){
p=
d(
b,
l);
r=
p.attributes&&
x(
p);
if(
l.verticesNeedUpdate||
l.colorsNeedUpdate||
l.lineDistancesNeedUpdate||
473r){
var Xb=
m.DYNAMIC_DRAW,
Kb,
Lb,
Mb,
Yb,
sa,
Zb,
Nb=
l.vertices,
Qb=
l.colors,
Rb=
l.lineDistances,
ec=
Nb.length,
fc=
Qb.length,
gc=
Rb.length,
$b=
l.__vertexArray,
ac=
l.__colorArray,
Tb=
l.__lineDistanceArray,
hc=
l.colorsNeedUpdate,
ic=
l.lineDistancesNeedUpdate,
nc=
l.__webglCustomAttributesList,
bc,
uc,
Ia,
Fb,
Ma,
pa;
if(
l.verticesNeedUpdate){
for(
Kb=0;
Kb<
ec;
Kb++)
Yb=
Nb[
Kb],
sa=3*
Kb,
$b[
sa]=
Yb.x,
$b[
sa+1]=
Yb.y,
$b[
sa+2]=
Yb.z;
m.bindBuffer(
m.ARRAY_BUFFER,
l.__webglVertexBuffer);
m.bufferData(
m.ARRAY_BUFFER,
$b,
Xb)}
if(
hc){
for(
Lb=0;
Lb<
fc;
Lb++)
Zb=
474Qb[
Lb],
sa=3*
Lb,
ac[
sa]=
Zb.r,
ac[
sa+1]=
Zb.g,
ac[
sa+2]=
Zb.b;
m.bindBuffer(
m.ARRAY_BUFFER,
l.__webglColorBuffer);
m.bufferData(
m.ARRAY_BUFFER,
ac,
Xb)}
if(
ic){
for(
Mb=0;
Mb<
gc;
Mb++)
Tb[
Mb]=
Rb[
Mb];
m.bindBuffer(
m.ARRAY_BUFFER,
l.__webglLineDistanceBuffer);
m.bufferData(
m.ARRAY_BUFFER,
Tb,
Xb)}
if(
nc)
for(
bc=0,
uc=
nc.length;
bc<
uc;
bc++)
if(
pa=
nc[
bc],
pa.needsUpdate&&(
void 0===
pa.boundTo||
"vertices"===
pa.boundTo)){
sa=0;
Fb=
pa.value.length;
if(1===
pa.size)
for(
Ia=0;
Ia<
Fb;
Ia++)
pa.array[
Ia]=
pa.value[
Ia];
else if(2===
pa.size)
for(
Ia=
4750;
Ia<
Fb;
Ia++)
Ma=
pa.value[
Ia],
pa.array[
sa]=
Ma.x,
pa.array[
sa+1]=
Ma.y,
sa+=2;
else if(3===
pa.size)
if(
"c"===
pa.type)
for(
Ia=0;
Ia<
Fb;
Ia++)
Ma=
pa.value[
Ia],
pa.array[
sa]=
Ma.r,
pa.array[
sa+1]=
Ma.g,
pa.array[
sa+2]=
Ma.b,
sa+=3;
else for(
Ia=0;
Ia<
Fb;
Ia++)
Ma=
pa.value[
Ia],
pa.array[
sa]=
Ma.x,
pa.array[
sa+1]=
Ma.y,
pa.array[
sa+2]=
Ma.z,
sa+=3;
else if(4===
pa.size)
for(
Ia=0;
Ia<
Fb;
Ia++)
Ma=
pa.value[
Ia],
pa.array[
sa]=
Ma.x,
pa.array[
sa+1]=
Ma.y,
pa.array[
sa+2]=
Ma.z,
pa.array[
sa+3]=
Ma.w,
sa+=4;
m.bindBuffer(
m.ARRAY_BUFFER,
pa.buffer);
m.bufferData(
m.ARRAY_BUFFER,
476pa.array,
Xb)}}
l.verticesNeedUpdate=!1;
l.colorsNeedUpdate=!1;
l.lineDistancesNeedUpdate=!1;
p.attributes&&
C(
p)}
else if(
b instanceof THREE.PointCloud){
p=
d(
b,
l);
r=
p.attributes&&
x(
p);
if(
l.verticesNeedUpdate||
l.colorsNeedUpdate||
b.sortParticles||
r){
var oc=
m.DYNAMIC_DRAW,
Na,
kb,
lb,
Z,
mb,
vb,
cc=
l.vertices,
pc=
cc.length,
qc=
l.colors,
vc=
qc.length,
Ab=
l.__vertexArray,
Bb=
l.__colorArray,
qb=
l.__sortArray,
wc=
l.verticesNeedUpdate,
xc=
l.colorsNeedUpdate,rb=
l.__webglCustomAttributesList,
ab,
Gb,
fa,
bb,
na,
Y;
if(
b.sortParticles){
kc.copy(
Ub);
477kc.multiply(
b.matrixWorld);
for(
Na=0;
Na<
pc;
Na++)
lb=
cc[
Na],
ea.copy(
lb),
ea.applyProjection(
kc),
qb[
Na]=[
ea.z,
Na];
qb.sort(
t);
for(
Na=0;
Na<
pc;
Na++)
lb=
cc[
qb[
Na][1]],
Z=3*
Na,
Ab[
Z]=
lb.x,
Ab[
Z+1]=
lb.y,
Ab[
Z+2]=
lb.z;
for(
kb=0;
kb<
vc;
kb++)
Z=3*
kb,
vb=
qc[
qb[
kb][1]],
Bb[
Z]=
vb.r,
Bb[
Z+1]=
vb.g,
Bb[
Z+2]=
vb.b;
if(rb)
for(
ab=0,
Gb=rb.length;
ab<
Gb;
ab++)
if(
Y=rb[
ab],
void 0===
Y.boundTo||
"vertices"===
Y.boundTo)
if(
Z=0,
bb=
Y.value.length,1===
Y.size)
for(
fa=0;
fa<
bb;
fa++)
mb=
qb[
fa][1],
Y.array[
fa]=
Y.value[
mb];
else if(2===
Y.size)
for(
fa=0;
fa<
bb;
fa++)
mb=
478qb[
fa][1],
na=
Y.value[
mb],
Y.array[
Z]=
na.x,
Y.array[
Z+1]=
na.y,
Z+=2;
else if(3===
Y.size)
if(
"c"===
Y.type)
for(
fa=0;
fa<
bb;
fa++)
mb=
qb[
fa][1],
na=
Y.value[
mb],
Y.array[
Z]=
na.r,
Y.array[
Z+1]=
na.g,
Y.array[
Z+2]=
na.b,
Z+=3;
else for(
fa=0;
fa<
bb;
fa++)
mb=
qb[
fa][1],
na=
Y.value[
mb],
Y.array[
Z]=
na.x,
Y.array[
Z+1]=
na.y,
Y.array[
Z+2]=
na.z,
Z+=3;
else if(4===
Y.size)
for(
fa=0;
fa<
bb;
fa++)
mb=
qb[
fa][1],
na=
Y.value[
mb],
Y.array[
Z]=
na.x,
Y.array[
Z+1]=
na.y,
Y.array[
Z+2]=
na.z,
Y.array[
Z+3]=
na.w,
Z+=4}
else{
if(
wc)
for(
Na=0;
Na<
pc;
Na++)
lb=
cc[
Na],
Z=3*
479Na,
Ab[
Z]=
lb.x,
Ab[
Z+1]=
lb.y,
Ab[
Z+2]=
lb.z;
if(
xc)
for(
kb=0;
kb<
vc;
kb++)
vb=
qc[
kb],
Z=3*
kb,
Bb[
Z]=
vb.r,
Bb[
Z+1]=
vb.g,
Bb[
Z+2]=
vb.b;
if(rb)
for(
ab=0,
Gb=rb.length;
ab<
Gb;
ab++)
if(
Y=rb[
ab],
Y.needsUpdate&&(
void 0===
Y.boundTo||
"vertices"===
Y.boundTo))
if(
bb=
Y.value.length,
Z=0,1===
Y.size)
for(
fa=0;
fa<
bb;
fa++)
Y.array[
fa]=
Y.value[
fa];
else if(2===
Y.size)
for(
fa=0;
fa<
bb;
fa++)
na=
Y.value[
fa],
Y.array[
Z]=
na.x,
Y.array[
Z+1]=
na.y,
Z+=2;
else if(3===
Y.size)
if(
"c"===
Y.type)
for(
fa=0;
fa<
bb;
fa++)
na=
Y.value[
fa],
Y.array[
Z]=
na.r,
Y.array[
Z+1]=
480na.g,
Y.array[
Z+2]=
na.b,
Z+=3;
else for(
fa=0;
fa<
bb;
fa++)
na=
Y.value[
fa],
Y.array[
Z]=
na.x,
Y.array[
Z+1]=
na.y,
Y.array[
Z+2]=
na.z,
Z+=3;
else if(4===
Y.size)
for(
fa=0;
fa<
bb;
fa++)
na=
Y.value[
fa],
Y.array[
Z]=
na.x,
Y.array[
Z+1]=
na.y,
Y.array[
Z+2]=
na.z,
Y.array[
Z+3]=
na.w,
Z+=4}
if(
wc||
b.sortParticles)
m.bindBuffer(
m.ARRAY_BUFFER,
l.__webglVertexBuffer),
m.bufferData(
m.ARRAY_BUFFER,
Ab,
oc);
if(
xc||
b.sortParticles)
m.bindBuffer(
m.ARRAY_BUFFER,
l.__webglColorBuffer),
m.bufferData(
m.ARRAY_BUFFER,
Bb,
oc);
if(rb)
for(
ab=0,
Gb=rb.length;
ab<
481Gb;
ab++)
if(
Y=rb[
ab],
Y.needsUpdate||
b.sortParticles)
m.bindBuffer(
m.ARRAY_BUFFER,
Y.buffer),
m.bufferData(
m.ARRAY_BUFFER,
Y.array,
oc)}
l.verticesNeedUpdate=!1;
l.colorsNeedUpdate=!1;
p.attributes&&
C(
p)}
for(
var Cb=0,
rc=
k.length;
Cb<
rc;
Cb++){
var dc=
k[
Cb],
nb=
dc,
yc=
nb.object,
sc=
nb.buffer,
tc=
yc.geometry,
ob=
yc.material;
ob instanceof THREE.MeshFaceMaterial?(
ob=
ob.materials[
tc instanceof THREE.BufferGeometry?0:
sc.materialIndex],
ob.transparent?(
nb.material=
ob,
Pa.push(
nb)):(
nb.material=
ob,
Oa.push(
nb))):
ob&&(
ob.transparent?
482(
nb.material=
ob,
Pa.push(
nb)):(
nb.material=
ob,
Oa.push(
nb)));
dc.render=!0;!0===
G.sortObjects&&(
null!==
b.renderDepth?
dc.z=
b.renderDepth:(
ea.setFromMatrixPosition(
b.matrixWorld),
ea.applyProjection(
Ub),
dc.z=
ea.z))}}
Cb=0;
for(
rc=
b.children.length;
Cb<
rc;
Cb++)
s(
a,
b.children[
Cb],
h)}}
function p(
a,
b,
c){
if(0!==
a.length)
for(
var d=0,
e=
a.length;
d<
e;
d++)
la=
Ya=
null,
Ca=
ca=
ja=
ua=
Da=
ra=
Fa=-1,
fb=!0,
a[
d].
render(
b,
c,
Hb,
Ib),
la=
Ya=
null,
Ca=
ca=
ja=
ua=
Da=
ra=
Fa=-1,
fb=!0}
function v(
a,
b,
c,
d,
e,
f){
for(
var g,
h,
k,
m=
a.length-1;-1!==
m;
m--){
g=
483a[
m];
h=
g.object;
k=
g.buffer;
N(
h,
b);
if(
f)
g=
f;
else{
g=
g.material;
if(!
g)
continue;
e&&
G.setBlending(
g.blending,
g.blendEquation,
g.blendSrc,
g.blendDst);
G.setDepthTest(
g.depthTest);
G.setDepthWrite(
g.depthWrite);
J(
g.polygonOffset,
g.polygonOffsetFactor,
g.polygonOffsetUnits)}
G.setMaterialFaces(
g);
k instanceof THREE.BufferGeometry?
G.renderBufferDirect(
b,
c,
d,
g,
k,
h):
G.renderBuffer(
b,
c,
d,
g,
k,
h)}}
function w(
a,
b,
c,
d,
e,
f,
g){
for(
var h,
k,
m=0,
l=
a.length;
m<
l;
m++)
if(
h=
a[
m],
k=
h.object,
k.visible){
if(
g)
h=
g;
else{
h=
h[
b];
if(!
h)
continue;
484f&&
G.setBlending(
h.blending,
h.blendEquation,
h.blendSrc,
h.blendDst);
G.setDepthTest(
h.depthTest);
G.setDepthWrite(
h.depthWrite);
J(
h.polygonOffset,
h.polygonOffsetFactor,
h.polygonOffsetUnits)}
G.renderImmediateObject(
c,
d,
e,
h,
k)}}
function u(
a){
var b=
a.object.material;
b.transparent?(
a.transparent=
b,
a.opaque=
null):(
a.opaque=
b,
a.transparent=
null)}
function D(
a,
b,
d){
var e,
f=!1;
e=
b.material;
if(
void 0===
d.geometryGroups||
d.groupsNeedUpdate)
delete a.__webglObjects[
b.id],
d.makeGroups(
e instanceof THREE.MeshFaceMaterial,
485Eb?4294967296:65535),
d.groupsNeedUpdate=!1;
for(
var g=0,
h=
d.geometryGroupsList.length;
g<
h;
g++){
e=
d.geometryGroupsList[
g];
if(
e.__webglVertexBuffer)
f=!1;
else{
f=
e;
f.__webglVertexBuffer=
m.createBuffer();
f.__webglNormalBuffer=
m.createBuffer();
f.__webglTangentBuffer=
m.createBuffer();
f.__webglColorBuffer=
m.createBuffer();
f.__webglUVBuffer=
m.createBuffer();
f.__webglUV2Buffer=
m.createBuffer();
f.__webglSkinIndicesBuffer=
m.createBuffer();
f.__webglSkinWeightsBuffer=
m.createBuffer();
f.__webglFaceBuffer=
m.createBuffer();
486f.__webglLineBuffer=
m.createBuffer();
var k=
void 0,
l=
void 0;
if(
f.numMorphTargets)
for(
f.__webglMorphTargetsBuffers=[],
k=0,
l=
f.numMorphTargets;
k<
l;
k++)
f.__webglMorphTargetsBuffers.push(
m.createBuffer());
if(
f.numMorphNormals)
for(
f.__webglMorphNormalsBuffers=[],
k=0,
l=
f.numMorphNormals;
k<
l;
k++)
f.__webglMorphNormalsBuffers.push(
m.createBuffer());
G.info.memory.geometries++;
c(
e,
b);
d.verticesNeedUpdate=!0;
d.morphTargetsNeedUpdate=!0;
d.elementsNeedUpdate=!0;
d.uvsNeedUpdate=!0;
d.normalsNeedUpdate=!0;
d.tangentsNeedUpdate=
488THREE.ImmediateRenderObject||
a.immediateRenderCallback)
for(
var c=
b.__webglObjectsImmediate,
d=
c.length-1;0<=
d;
d--)
c[
d].
object===
a&&
c.splice(
d,1);
delete a.__webglActive}
function z(
a,
b,
c,
d,
e){
qa=0;
d.needsUpdate&&(
d.program&&
Nb(
d),
G.initMaterial(
d,
b,
c,
e),
d.needsUpdate=!1);
d.morphTargets&&!
e.__webglMorphTargetInfluences&&(
e.__webglMorphTargetInfluences=
new Float32Array(
G.maxMorphTargets));
var f=!1,
g=!1,
h=!1,
k=
d.program,
l=
k.uniforms,
n=
d.__webglShader.uniforms;
k.id!==
Ya&&(
m.useProgram(
k.program),
Ya=
k.id,
489h=
g=
f=!0);
d.id!==
Ca&&(-1===
Ca&&(
h=!0),
Ca=
d.id,
g=!0);
if(
f||
a!==
la)
m.uniformMatrix4fv(
l.projectionMatrix,!1,
a.projectionMatrix.elements),
Ea&&
m.uniform1f(
l.logDepthBufFC,2/(
Math.log(
a.far+1)/
Math.LN2)),
a!==
la&&(
la=
a),(
d instanceof THREE.ShaderMaterial||
d instanceof THREE.MeshPhongMaterial||
d.envMap)&&
null!==
l.cameraPosition&&(
ea.setFromMatrixPosition(
a.matrixWorld),
m.uniform3f(
l.cameraPosition,
ea.x,
ea.y,
ea.z)),(
d instanceof THREE.MeshPhongMaterial||
d instanceof THREE.MeshLambertMaterial||
d instanceof
490THREE.ShaderMaterial||
d.skinning)&&
null!==
l.viewMatrix&&
m.uniformMatrix4fv(
l.viewMatrix,!1,
a.matrixWorldInverse.elements);
d.skinning&&(
e.bindMatrix&&
null!==
l.bindMatrix&&
m.uniformMatrix4fv(
l.bindMatrix,!1,
e.bindMatrix.elements),
e.bindMatrixInverse&&
null!==
l.bindMatrixInverse&&
m.uniformMatrix4fv(
l.bindMatrixInverse,!1,
e.bindMatrixInverse.elements),
Ob&&
e.skeleton&&
e.skeleton.useVertexTexture?(
null!==
l.boneTexture&&(
f=
K(),
m.uniform1i(
l.boneTexture,
f),
G.setTexture(
e.skeleton.boneTexture,
f)),
null!==
l.boneTextureWidth&&
491m.uniform1i(
l.boneTextureWidth,
e.skeleton.boneTextureWidth),
null!==
l.boneTextureHeight&&
m.uniform1i(
l.boneTextureHeight,
e.skeleton.boneTextureHeight)):
e.skeleton&&
e.skeleton.boneMatrices&&
null!==
l.boneGlobalMatrices&&
m.uniformMatrix4fv(
l.boneGlobalMatrices,!1,
e.skeleton.boneMatrices));
if(
g){
c&&
d.fog&&(
n.fogColor.value=
c.color,
c instanceof THREE.Fog?(
n.fogNear.value=
c.near,
n.fogFar.value=
c.far):
c instanceof THREE.FogExp2&&(
n.fogDensity.value=
c.density));
if(
d instanceof THREE.MeshPhongMaterial||
d instanceof
492THREE.MeshLambertMaterial||
d.lights){
if(
fb){
var h=!0,
p,
r=
f=0,
q=0,
s,
t,
w,
u=
Jb,
v=
u.directional.colors,
x=
u.directional.positions,
D=
u.point.colors,
A=
u.point.positions,
z=
u.point.distances,
C=
u.spot.colors,
I=
u.spot.positions,
L=
u.spot.distances,
N=
u.spot.directions,
J=
u.spot.anglesCos,
T=
u.spot.exponents,
H=
u.hemi.skyColors,
Q=
u.hemi.groundColors,
O=
u.hemi.positions,
R=0,
X=0,
V=0,
$=0,
za=0,
aa=0,
ya=0,
ca=0,
W=
p=0;
c=
w=
W=0;
for(
g=
b.length;
c<
g;
c++)
p=
b[
c],
p.onlyShadow||(
s=
p.color,
t=
p.intensity,
w=
p.distance,
p instanceof THREE.AmbientLight?
493p.visible&&(
G.gammaInput?(
f+=
s.r*
s.r,
r+=
s.g*
s.g,
q+=
s.b*
s.b):(
f+=
s.r,
r+=
s.g,
q+=
s.b)):
p instanceof THREE.DirectionalLight?(
za+=1,
p.visible&&(
da.setFromMatrixPosition(
p.matrixWorld),
ea.setFromMatrixPosition(
p.target.matrixWorld),
da.sub(
ea),
da.normalize(),
p=3*
R,
x[
p]=
da.x,
x[
p+1]=
da.y,
x[
p+2]=
da.z,
G.gammaInput?
ba(
v,
p,
s,
t*
t):
P(
v,
p,
s,
t),
R+=1)):
p instanceof THREE.PointLight?(
aa+=1,
p.visible&&(
W=3*
X,
G.gammaInput?
ba(
D,
W,
s,
t*
t):
P(
D,
W,
s,
t),
ea.setFromMatrixPosition(
p.matrixWorld),
A[
W]=
ea.x,
A[
W+1]=
ea.y,
A[
W+2]=
ea.z,
494z[
X]=
w,
X+=1)):
p instanceof THREE.SpotLight?(
ya+=1,
p.visible&&(
W=3*
V,
G.gammaInput?
ba(
C,
W,
s,
t*
t):
P(
C,
W,
s,
t),
ea.setFromMatrixPosition(
p.matrixWorld),
I[
W]=
ea.x,
I[
W+1]=
ea.y,
I[
W+2]=
ea.z,
L[
V]=
w,
da.copy(
ea),
ea.setFromMatrixPosition(
p.target.matrixWorld),
da.sub(
ea),
da.normalize(),
N[
W]=
da.x,
N[
W+1]=
da.y,
N[
W+2]=
da.z,
J[
V]=
Math.cos(
p.angle),
T[
V]=
p.exponent,
V+=1)):
p instanceof THREE.HemisphereLight&&(
ca+=1,
p.visible&&(
da.setFromMatrixPosition(
p.matrixWorld),
da.normalize(),
w=3*
$,
O[
w]=
da.x,
O[
w+1]=
da.y,
O[
w+2]=
da.z,
495s=
p.color,
p=
p.groundColor,
G.gammaInput?(
t*=
t,
ba(
H,
w,
s,
t),
ba(
Q,
w,
p,
t)):(
P(
H,
w,
s,
t),
P(
Q,
w,
p,
t)),
$+=1)));
c=3*
R;
for(
g=
Math.max(
v.length,3*
za);
c<
g;
c++)
v[
c]=0;
c=3*
X;
for(
g=
Math.max(
D.length,3*
aa);
c<
g;
c++)
D[
c]=0;
c=3*
V;
for(
g=
Math.max(
C.length,3*
ya);
c<
g;
c++)
C[
c]=0;
c=3*
$;
for(
g=
Math.max(
H.length,3*
ca);
c<
g;
c++)
H[
c]=0;
c=3*
$;
for(
g=
Math.max(
Q.length,3*
ca);
c<
g;
c++)
Q[
c]=0;
u.directional.length=
R;
u.point.length=
X;
u.spot.length=
V;
u.hemi.length=
$;
u.ambient[0]=
f;
u.ambient[1]=
r;
u.ambient[2]=
q;
fb=!1}
h?(
h=
Jb,
n.ambientLightColor.value=
496h.ambient,
n.directionalLightColor.value=
h.directional.colors,
n.directionalLightDirection.value=
h.directional.positions,
n.pointLightColor.value=
h.point.colors,
n.pointLightPosition.value=
h.point.positions,
n.pointLightDistance.value=
h.point.distances,
n.spotLightColor.value=
h.spot.colors,
n.spotLightPosition.value=
h.spot.positions,
n.spotLightDistance.value=
h.spot.distances,
n.spotLightDirection.value=
h.spot.directions,
n.spotLightAngleCos.value=
h.spot.anglesCos,
n.spotLightExponent.value=
h.spot.exponents,
497n.hemisphereLightSkyColor.value=
h.hemi.skyColors,
n.hemisphereLightGroundColor.value=
h.hemi.groundColors,
n.hemisphereLightDirection.value=
h.hemi.positions,
y(
n,!0)):
y(
n,!1)}
if(
d instanceof THREE.MeshBasicMaterial||
d instanceof THREE.MeshLambertMaterial||
d instanceof THREE.MeshPhongMaterial){
n.opacity.value=
d.opacity;
G.gammaInput?
n.diffuse.value.copyGammaToLinear(
d.color):
n.diffuse.value=
d.color;
n.map.value=
d.map;
n.lightMap.value=
d.lightMap;
n.specularMap.value=
d.specularMap;
n.alphaMap.value=
d.alphaMap;
498d.bumpMap&&(
n.bumpMap.value=
d.bumpMap,
n.bumpScale.value=
d.bumpScale);
d.normalMap&&(
n.normalMap.value=
d.normalMap,
n.normalScale.value.copy(
d.normalScale));
var U;
d.map?
U=
d.map:
d.specularMap?
U=
d.specularMap:
d.normalMap?
U=
d.normalMap:
d.bumpMap?
U=
d.bumpMap:
d.alphaMap&&(
U=
d.alphaMap);
void 0!==
U&&(
h=
U.offset,
U=
U.repeat,
n.offsetRepeat.value.set(
h.x,
h.y,
U.x,
U.y));
n.envMap.value=
d.envMap;
n.flipEnvMap.value=
d.envMap
instanceof THREE.WebGLRenderTargetCube?1:-1;
n.reflectivity.value=
d.reflectivity;
n.refractionRatio.value=
499d.refractionRatio;
n.combine.value=
d.combine;
n.useRefract.value=
d.envMap&&
d.envMap.mapping
instanceof THREE.CubeRefractionMapping}
d instanceof THREE.LineBasicMaterial?(
n.diffuse.value=
d.color,
n.opacity.value=
d.opacity):
d instanceof THREE.LineDashedMaterial?(
n.diffuse.value=
d.color,
n.opacity.value=
d.opacity,
n.dashSize.value=
d.dashSize,
n.totalSize.value=
d.dashSize+
d.gapSize,
n.scale.value=
d.scale):
d instanceof THREE.PointCloudMaterial?(
n.psColor.value=
d.color,
n.opacity.value=
d.opacity,
n.size.value=
d.size,
500n.scale.value=
S.height/2,
n.map.value=
d.map):
d instanceof THREE.MeshPhongMaterial?(
n.shininess.value=
d.shininess,
G.gammaInput?(
n.ambient.value.copyGammaToLinear(
d.ambient),
n.emissive.value.copyGammaToLinear(
d.emissive),
n.specular.value.copyGammaToLinear(
d.specular)):(
n.ambient.value=
d.ambient,
n.emissive.value=
d.emissive,
n.specular.value=
d.specular),
d.wrapAround&&
n.wrapRGB.value.copy(
d.wrapRGB)):
d instanceof THREE.MeshLambertMaterial?(
G.gammaInput?(
n.ambient.value.copyGammaToLinear(
d.ambient),
n.emissive.value.copyGammaToLinear(
d.emissive)):
501(
n.ambient.value=
d.ambient,
n.emissive.value=
d.emissive),
d.wrapAround&&
n.wrapRGB.value.copy(
d.wrapRGB)):
d instanceof THREE.MeshDepthMaterial?(
n.mNear.value=
a.near,
n.mFar.value=
a.far,
n.opacity.value=
d.opacity):
d instanceof THREE.MeshNormalMaterial&&(
n.opacity.value=
d.opacity);
if(
e.receiveShadow&&!
d._shadowPass&&
n.shadowMatrix)
for(
U=
a=0,
h=
b.length;
U<
h;
U++)
c=
b[
U],
c.castShadow&&(
c instanceof THREE.SpotLight||
c instanceof THREE.DirectionalLight&&!
c.shadowCascade)&&(
n.shadowMap.value[
a]=
c.shadowMap,
n.shadowMapSize.value[
a]=
502c.shadowMapSize,
n.shadowMatrix.value[
a]=
c.shadowMatrix,
n.shadowDarkness.value[
a]=
c.shadowDarkness,
n.shadowBias.value[
a]=
c.shadowBias,
a++);
b=
d.uniformsList;
d=0;
for(
n=
b.length;
d<
n;
d++)
if(
a=
b[
d][0],!1!==
a.needsUpdate)
switch(
c=
a.type,
h=
a.value,
U=
b[
d][1],
c){
case "1i":
m.uniform1i(
U,
h);
break;
case "1f":
m.uniform1f(
U,
h);
break;
case "2f":
m.uniform2f(
U,
h[0],
h[1]);
break;
case "3f":
m.uniform3f(
U,
h[0],
h[1],
h[2]);
break;
case "4f":
m.uniform4f(
U,
h[0],
h[1],
h[2],
h[3]);
break;
case "1iv":
m.uniform1iv(
U,
h);
break;
case "3iv":
m.uniform3iv(
U,
503h);
break;
case "1fv":
m.uniform1fv(
U,
h);
break;
case "2fv":
m.uniform2fv(
U,
h);
break;
case "3fv":
m.uniform3fv(
U,
h);
break;
case "4fv":
m.uniform4fv(
U,
h);
break;
case "Matrix3fv":
m.uniformMatrix3fv(
U,!1,
h);
break;
case "Matrix4fv":
m.uniformMatrix4fv(
U,!1,
h);
break;
case "i":
m.uniform1i(
U,
h);
break;
case "f":
m.uniform1f(
U,
h);
break;
case "v2":
m.uniform2f(
U,
h.x,
h.y);
break;
case "v3":
m.uniform3f(
U,
h.x,
h.y,
h.z);
break;
case "v4":
m.uniform4f(
U,
h.x,
h.y,
h.z,
h.w);
break;
case "c":
m.uniform3f(
U,
h.r,
h.g,
h.b);
break;
case "iv1":
m.uniform1iv(
U,
504h);
break;
case "iv":
m.uniform3iv(
U,
h);
break;
case "fv1":
m.uniform1fv(
U,
h);
break;
case "fv":
m.uniform3fv(
U,
h);
break;
case "v2v":
void 0===
a._array&&(
a._array=
new Float32Array(2*
h.length));
c=0;
for(
g=
h.length;
c<
g;
c++)
f=2*
c,
a._array[
f]=
h[
c].x,
a._array[
f+1]=
h[
c].y;
m.uniform2fv(
U,
a._array);
break;
case "v3v":
void 0===
a._array&&(
a._array=
new Float32Array(3*
h.length));
c=0;
for(
g=
h.length;
c<
g;
c++)
f=3*
c,
a._array[
f]=
h[
c].x,
a._array[
f+1]=
h[
c].y,
a._array[
f+2]=
h[
c].z;
m.uniform3fv(
U,
a._array);
break;
case "v4v":
void 0===
505a._array&&(
a._array=
new Float32Array(4*
h.length));
c=0;
for(
g=
h.length;
c<
g;
c++)
f=4*
c,
a._array[
f]=
h[
c].x,
a._array[
f+1]=
h[
c].y,
a._array[
f+2]=
h[
c].z,
a._array[
f+3]=
h[
c].w;
m.uniform4fv(
U,
a._array);
break;
case "m3":
m.uniformMatrix3fv(
U,!1,
h.elements);
break;
case "m3v":
void 0===
a._array&&(
a._array=
new Float32Array(9*
h.length));
c=0;
for(
g=
h.length;
c<
g;
c++)
h[
c].
flattenToArrayOffset(
a._array,9*
c);
m.uniformMatrix3fv(
U,!1,
a._array);
break;
case "m4":
m.uniformMatrix4fv(
U,!1,
h.elements);
break;
case "m4v":
void 0===
a._array&&
506(
a._array=
new Float32Array(16*
h.length));
c=0;
for(
g=
h.length;
c<
g;
c++)
h[
c].
flattenToArrayOffset(
a._array,16*
c);
m.uniformMatrix4fv(
U,!1,
a._array);
break;
case "t":
f=
h;
h=
K();
m.uniform1i(
U,
h);
if(!
f)
continue;
if(
f instanceof THREE.CubeTexture||
f.image
instanceof Array&&6===
f.image.length){
if(
a=
f,
U=
h,6===
a.image.length)
if(
a.needsUpdate){
a.image.__webglTextureCube||(
a.addEventListener(
"dispose",
Pb),
a.image.__webglTextureCube=
m.createTexture(),
G.info.memory.textures++);
m.activeTexture(
m.TEXTURE0+
U);
m.bindTexture(
m.TEXTURE_CUBE_MAP,
507a.image.__webglTextureCube);
m.pixelStorei(
m.UNPACK_FLIP_Y_WEBGL,
a.flipY);
U=
a instanceof THREE.CompressedTexture;
h=[];
for(
c=0;6>
c;
c++)
G.autoScaleCubemaps&&!
U?(
g=
h,
f=
c,
r=
a.image[
c],
u=
sc,
r.width<=
u&&
r.height<=
u||(
v=
Math.max(
r.width,
r.height),
q=
Math.floor(
r.width*
u/
v),
u=
Math.floor(
r.height*
u/
v),
v=
document.createElement(
"canvas"),
v.width=
q,
v.height=
u,
v.getContext(
"2d").drawImage(
r,0,0,
r.width,
r.height,0,0,
q,
u),
r=
v),
g[
f]=
r):
h[
c]=
a.image[
c];
c=
h[0];
g=
THREE.Math.isPowerOfTwo(
c.width)&&
THREE.Math.isPowerOfTwo(
c.height);
508f=
B(
a.format);
r=
B(
a.type);
E(
m.TEXTURE_CUBE_MAP,
a,
g);
for(
c=0;6>
c;
c++)
if(
U)
for(
u=
h[
c].
mipmaps,
v=0,
x=
u.length;
v<
x;
v++)
q=
u[
v],
a.format!==
THREE.RGBAFormat?
m.compressedTexImage2D(
m.TEXTURE_CUBE_MAP_POSITIVE_X+
c,
v,
f,
q.width,
q.height,0,
q.data):
m.texImage2D(
m.TEXTURE_CUBE_MAP_POSITIVE_X+
c,
v,
f,
q.width,
q.height,0,
f,
r,
q.data);
else m.texImage2D(
m.TEXTURE_CUBE_MAP_POSITIVE_X+
c,0,
f,
f,
r,
h[
c]);
a.generateMipmaps&&
g&&
m.generateMipmap(
m.TEXTURE_CUBE_MAP);
a.needsUpdate=!1;
if(
a.onUpdate)
a.onUpdate()}
else m.activeTexture(
m.TEXTURE0+
509U),
m.bindTexture(
m.TEXTURE_CUBE_MAP,
a.image.__webglTextureCube)}
else f instanceof THREE.WebGLRenderTargetCube?(
a=
f,
m.activeTexture(
m.TEXTURE0+
h),
m.bindTexture(
m.TEXTURE_CUBE_MAP,
a.__webglTexture)):
G.setTexture(
f,
h);
break;
case "tv":
void 0===
a._array&&(
a._array=[]);
c=0;
for(
g=
a.value.length;
c<
g;
c++)
a._array[
c]=
K();
m.uniform1iv(
U,
a._array);
c=0;
for(
g=
a.value.length;
c<
g;
c++)
f=
a.value[
c],
h=
a._array[
c],
f&&
G.setTexture(
f,
h);
break;
default:
console.warn(
"THREE.WebGLRenderer: Unknown uniform type: "+
c)}}
m.uniformMatrix4fv(
l.modelViewMatrix,
510!1,
e._modelViewMatrix.elements);
l.normalMatrix&&
m.uniformMatrix3fv(
l.normalMatrix,!1,
e._normalMatrix.elements);
null!==
l.modelMatrix&&
m.uniformMatrix4fv(
l.modelMatrix,!1,
e.matrixWorld.elements);
return k}
function y(
a,
b){
a.ambientLightColor.needsUpdate=
b;
a.directionalLightColor.needsUpdate=
b;
a.directionalLightDirection.needsUpdate=
b;
a.pointLightColor.needsUpdate=
b;
a.pointLightPosition.needsUpdate=
b;
a.pointLightDistance.needsUpdate=
b;
a.spotLightColor.needsUpdate=
b;
a.spotLightPosition.needsUpdate=
b;
a.spotLightDistance.needsUpdate=
511b;
a.spotLightDirection.needsUpdate=
b;
a.spotLightAngleCos.needsUpdate=
b;
a.spotLightExponent.needsUpdate=
b;
a.hemisphereLightSkyColor.needsUpdate=
b;
a.hemisphereLightGroundColor.needsUpdate=
b;
a.hemisphereLightDirection.needsUpdate=
b}
function K(){
var a=
qa;
a>=
Qb&&
console.warn(
"WebGLRenderer: trying to use "+
a+
" texture units while this GPU supports only "+
Qb);
qa+=1;
return a}
function N(
a,
b){
a._modelViewMatrix.multiplyMatrices(
b.matrixWorldInverse,
a.matrixWorld);
a._normalMatrix.getNormalMatrix(
a._modelViewMatrix)}
512function ba(
a,
b,
c,
d){
a[
b]=
c.r*
c.r*
d;
a[
b+1]=
c.g*
c.g*
d;
a[
b+2]=
c.b*
c.b*
d}
function P(
a,
b,
c,
d){
a[
b]=
c.r*
d;
a[
b+1]=
c.g*
d;
a[
b+2]=
c.b*
d}
function O(
a){
a!==
xa&&(
m.lineWidth(
a),
xa=
a)}
function J(
a,
b,
c){
Qa!==
a&&(
a?
m.enable(
m.POLYGON_OFFSET_FILL):
m.disable(
m.POLYGON_OFFSET_FILL),
Qa=
a);!
a||
cb===
b&&
Ga===
c||(
m.polygonOffset(
b,
c),
cb=
b,
Ga=
c)}
function E(
a,
b,
c){
c?(
m.texParameteri(
a,
m.TEXTURE_WRAP_S,
B(
b.wrapS)),
m.texParameteri(
a,
m.TEXTURE_WRAP_T,
B(
b.wrapT)),
m.texParameteri(
a,
m.TEXTURE_MAG_FILTER,
B(
b.magFilter)),
m.texParameteri(
a,
513m.TEXTURE_MIN_FILTER,
B(
b.minFilter))):(
m.texParameteri(
a,
m.TEXTURE_WRAP_S,
m.CLAMP_TO_EDGE),
m.texParameteri(
a,
m.TEXTURE_WRAP_T,
m.CLAMP_TO_EDGE),
m.texParameteri(
a,
m.TEXTURE_MAG_FILTER,
R(
b.magFilter)),
m.texParameteri(
a,
m.TEXTURE_MIN_FILTER,
R(
b.minFilter)));
Ta&&
b.type!==
THREE.FloatType&&(1<
b.anisotropy||
b.__oldAnisotropy)&&(
m.texParameterf(
a,
Ta.TEXTURE_MAX_ANISOTROPY_EXT,
Math.min(
b.anisotropy,
Rb)),
b.__oldAnisotropy=
b.anisotropy)}
function Q(
a,
b){
m.bindRenderbuffer(
m.RENDERBUFFER,
a);
b.depthBuffer&&!
b.stencilBuffer?
514(
m.renderbufferStorage(
m.RENDERBUFFER,
m.DEPTH_COMPONENT16,
b.width,
b.height),
m.framebufferRenderbuffer(
m.FRAMEBUFFER,
m.DEPTH_ATTACHMENT,
m.RENDERBUFFER,
a)):
b.depthBuffer&&
b.stencilBuffer?(
m.renderbufferStorage(
m.RENDERBUFFER,
m.DEPTH_STENCIL,
b.width,
b.height),
m.framebufferRenderbuffer(
m.FRAMEBUFFER,
m.DEPTH_STENCIL_ATTACHMENT,
m.RENDERBUFFER,
a)):
m.renderbufferStorage(
m.RENDERBUFFER,
m.RGBA4,
b.width,
b.height)}
function L(
a){
a instanceof THREE.WebGLRenderTargetCube?(
m.bindTexture(
m.TEXTURE_CUBE_MAP,
a.__webglTexture),
515m.generateMipmap(
m.TEXTURE_CUBE_MAP),
m.bindTexture(
m.TEXTURE_CUBE_MAP,
null)):(
m.bindTexture(
m.TEXTURE_2D,
a.__webglTexture),
m.generateMipmap(
m.TEXTURE_2D),
m.bindTexture(
m.TEXTURE_2D,
null))}
function R(
a){
return a===
THREE.NearestFilter||
a===
THREE.NearestMipMapNearestFilter||
a===
THREE.NearestMipMapLinearFilter?
m.NEAREST:
m.LINEAR}
function B(
a){
if(
a===
THREE.RepeatWrapping)
return m.REPEAT;
if(
a===
THREE.ClampToEdgeWrapping)
return m.CLAMP_TO_EDGE;
if(
a===
THREE.MirroredRepeatWrapping)
return m.MIRRORED_REPEAT;
516if(
a===
THREE.NearestFilter)
return m.NEAREST;
if(
a===
THREE.NearestMipMapNearestFilter)
return m.NEAREST_MIPMAP_NEAREST;
if(
a===
THREE.NearestMipMapLinearFilter)
return m.NEAREST_MIPMAP_LINEAR;
if(
a===
THREE.LinearFilter)
return m.LINEAR;
if(
a===
THREE.LinearMipMapNearestFilter)
return m.LINEAR_MIPMAP_NEAREST;
if(
a===
THREE.LinearMipMapLinearFilter)
return m.LINEAR_MIPMAP_LINEAR;
if(
a===
THREE.UnsignedByteType)
return m.UNSIGNED_BYTE;
if(
a===
THREE.UnsignedShort4444Type)
return m.UNSIGNED_SHORT_4_4_4_4;
if(
a===
THREE.UnsignedShort5551Type)
return m.UNSIGNED_SHORT_5_5_5_1;
517if(
a===
THREE.UnsignedShort565Type)
return m.UNSIGNED_SHORT_5_6_5;
if(
a===
THREE.ByteType)
return m.BYTE;
if(
a===
THREE.ShortType)
return m.SHORT;
if(
a===
THREE.UnsignedShortType)
return m.UNSIGNED_SHORT;
if(
a===
THREE.IntType)
return m.INT;
if(
a===
THREE.UnsignedIntType)
return m.UNSIGNED_INT;
if(
a===
THREE.FloatType)
return m.FLOAT;
if(
a===
THREE.AlphaFormat)
return m.ALPHA;
if(
a===
THREE.RGBFormat)
return m.RGB;
if(
a===
THREE.RGBAFormat)
return m.RGBA;
if(
a===
THREE.LuminanceFormat)
return m.LUMINANCE;
if(
a===
THREE.LuminanceAlphaFormat)
return m.LUMINANCE_ALPHA;
518if(
a===
THREE.AddEquation)
return m.FUNC_ADD;
if(
a===
THREE.SubtractEquation)
return m.FUNC_SUBTRACT;
if(
a===
THREE.ReverseSubtractEquation)
return m.FUNC_REVERSE_SUBTRACT;
if(
a===
THREE.ZeroFactor)
return m.ZERO;
if(
a===
THREE.OneFactor)
return m.ONE;
if(
a===
THREE.SrcColorFactor)
return m.SRC_COLOR;
if(
a===
THREE.OneMinusSrcColorFactor)
return m.ONE_MINUS_SRC_COLOR;
if(
a===
THREE.SrcAlphaFactor)
return m.SRC_ALPHA;
if(
a===
THREE.OneMinusSrcAlphaFactor)
return m.ONE_MINUS_SRC_ALPHA;
if(
a===
THREE.DstAlphaFactor)
return m.DST_ALPHA;
519if(
a===
THREE.OneMinusDstAlphaFactor)
return m.ONE_MINUS_DST_ALPHA;
if(
a===
THREE.DstColorFactor)
return m.DST_COLOR;
if(
a===
THREE.OneMinusDstColorFactor)
return m.ONE_MINUS_DST_COLOR;
if(
a===
THREE.SrcAlphaSaturateFactor)
return m.SRC_ALPHA_SATURATE;
if(
void 0!==
Sa){
if(
a===
THREE.RGB_S3TC_DXT1_Format)
return Sa.COMPRESSED_RGB_S3TC_DXT1_EXT;
if(
a===
THREE.RGBA_S3TC_DXT1_Format)
return Sa.COMPRESSED_RGBA_S3TC_DXT1_EXT;
if(
a===
THREE.RGBA_S3TC_DXT3_Format)
return Sa.COMPRESSED_RGBA_S3TC_DXT3_EXT;
if(
a===
THREE.RGBA_S3TC_DXT5_Format)
return Sa.COMPRESSED_RGBA_S3TC_DXT5_EXT}
return 0}
520console.log(
"THREE.WebGLRenderer",
THREE.REVISION);
a=
a||{};
var S=
void 0!==
a.canvas?
a.canvas:
document.createElement(
"canvas"),
V=
void 0!==
a.context?
a.context:
null,
W=
void 0!==
a.precision?
a.precision:
"highp",
H=
void 0!==
a.alpha?
a.alpha:!1,
oa=
void 0!==
a.depth?
a.depth:!0,
$=
void 0!==
a.stencil?
a.stencil:!0,
X=
void 0!==
a.antialias?
a.antialias:!1,
T=
void 0!==
a.premultipliedAlpha?
a.premultipliedAlpha:!0,
ya=
void 0!==
a.preserveDrawingBuffer?
a.preserveDrawingBuffer:!1,
Ea=
void 0!==
a.logarithmicDepthBuffer?
a.logarithmicDepthBuffer:
522!1;this.
maxMorphTargets=8;this.
maxMorphNormals=4;this.
autoScaleCubemaps=!0;this.
renderPluginsPre=[];this.
renderPluginsPost=[];this.
info={
memory:{
programs:0,
geometries:0,
textures:0},
render:{
calls:0,
vertices:0,faces:0,
points:0}};
var G=
this,
Ba=[],
Ya=
null,
Za=
null,
Ca=-1,
ca=
null,
la=
null,
qa=0,
ua=-1,
ja=-1,
Fa=-1,
va=-1,
Ka=-1,
aa=-1,
ra=-1,
Da=-1,
Qa=
null,
cb=
null,
Ga=
null,
xa=
null,
ma=0,
Ja=0,
wb=
S.width,
sb=
S.height,
Hb=0,
Ib=0,
pb=
new Uint8Array(16),
tb=
new Uint8Array(16),
jc=
new THREE.Frustum,
Ub=
new THREE.Matrix4,
kc=
new THREE.Matrix4,
523ea=
new THREE.Vector3,
da=
new THREE.Vector3,
fb=!0,
Jb={
ambient:[0,0,0],
directional:{
length:0,
colors:[],
positions:[]},
point:{
length:0,
colors:[],
positions:[],
distances:[]},
spot:{
length:0,
colors:[],
positions:[],
distances:[],
directions:[],
anglesCos:[],
exponents:[]},
hemi:{
length:0,
skyColors:[],
groundColors:[],
positions:[]}},
m,
Db,
xb,
Ta,
Sa,
Eb;(
function(){
try{
var a={
alpha:
H,
depth:
oa,
stencil:
$,
antialias:
X,
premultipliedAlpha:
T,
preserveDrawingBuffer:
ya};
m=
V||
S.getContext(
"webgl",
a)||
S.getContext(
"experimental-webgl",
524a);
if(
null===
m)
throw"Error creating WebGL context.";}
catch(
b){
console.error(
b)}
Db=
m.getExtension(
"OES_texture_float");
m.getExtension(
"OES_texture_float_linear");
xb=
m.getExtension(
"OES_standard_derivatives");
Ta=
m.getExtension(
"EXT_texture_filter_anisotropic")||
m.getExtension(
"MOZ_EXT_texture_filter_anisotropic")||
m.getExtension(
"WEBKIT_EXT_texture_filter_anisotropic");
Sa=
m.getExtension(
"WEBGL_compressed_texture_s3tc")||
m.getExtension(
"MOZ_WEBGL_compressed_texture_s3tc")||
m.getExtension(
"WEBKIT_WEBGL_compressed_texture_s3tc");
525Eb=
m.getExtension(
"OES_element_index_uint");
null===
Db&&
console.log(
"THREE.WebGLRenderer: Float textures not supported.");
null===
xb&&
console.log(
"THREE.WebGLRenderer: Standard derivatives not supported.");
null===
Ta&&
console.log(
"THREE.WebGLRenderer: Anisotropic texture filtering not supported.");
null===
Sa&&
console.log(
"THREE.WebGLRenderer: S3TC compressed textures not supported.");
null===
Eb&&
console.log(
"THREE.WebGLRenderer: elementindex as unsigned integer not supported.");
void 0===
m.getShaderPrecisionFormat&&
526(
m.getShaderPrecisionFormat=
function(){
return{
rangeMin:1,
rangeMax:1,
precision:1}});
Ea&&
m.getExtension(
"EXT_frag_depth")})();
m.clearColor(0,0,0,1);
m.clearDepth(1);
m.clearStencil(0);
m.enable(
m.DEPTH_TEST);
m.depthFunc(
m.LEQUAL);
m.frontFace(
m.CCW);
m.cullFace(
m.BACK);
m.enable(
m.CULL_FACE);
m.enable(
m.BLEND);
m.blendEquation(
m.FUNC_ADD);
m.blendFunc(
m.SRC_ALPHA,
m.ONE_MINUS_SRC_ALPHA);
m.viewport(
ma,
Ja,
wb,
sb);
m.clearColor(
Aa.r,
Aa.g,
Aa.b,
za);this.context=
m;
var Qb=
m.getParameter(
m.MAX_TEXTURE_IMAGE_UNITS),
tc=
527m.getParameter(
m.MAX_VERTEX_TEXTURE_IMAGE_UNITS);
m.getParameter(
m.MAX_TEXTURE_SIZE);
var sc=
m.getParameter(
m.MAX_CUBE_MAP_TEXTURE_SIZE),
Rb=
Ta?
m.getParameter(
Ta.MAX_TEXTURE_MAX_ANISOTROPY_EXT):0,
Sb=0<
tc,
Ob=
Sb&&
Db;
Sa&&
m.getParameter(
m.COMPRESSED_TEXTURE_FORMATS);
var zc=
m.getShaderPrecisionFormat(
m.VERTEX_SHADER,
m.HIGH_FLOAT),
Ac=
m.getShaderPrecisionFormat(
m.VERTEX_SHADER,
m.MEDIUM_FLOAT);
m.getShaderPrecisionFormat(
m.VERTEX_SHADER,
m.LOW_FLOAT);
var Bc=
m.getShaderPrecisionFormat(
m.FRAGMENT_SHADER,
m.HIGH_FLOAT),
528Cc=
m.getShaderPrecisionFormat(
m.FRAGMENT_SHADER,
m.MEDIUM_FLOAT);
m.getShaderPrecisionFormat(
m.FRAGMENT_SHADER,
m.LOW_FLOAT);
var Dc=0<
zc.precision&&0<
Bc.precision,
ec=0<
Ac.precision&&0<
Cc.precision;
"highp"!==
W||
Dc||(
ec?(
W=
"mediump",
console.warn(
"THREE.WebGLRenderer: highp not supported, using mediump.")):(
W=
"lowp",
console.warn(
"THREE.WebGLRenderer: highp and mediump not supported, using lowp.")));
"mediump"!==
W||
ec||(
W=
"lowp",
console.warn(
"THREE.WebGLRenderer: mediump not supported, using lowp."));this.getContext=
530function(
a,
b,
c,
d){
ma=a*this.
devicePixelRatio;
Ja=b*this.
devicePixelRatio;
wb=c*this.
devicePixelRatio;
sb=d*this.
devicePixelRatio;m.viewport(
ma,
Ja,
wb,
sb)};this.
setScissor=
function(
a,
b,
c,
d){m.scissor(
a*this.
devicePixelRatio,b*this.devicePixelRatio,
c*this.devicePixelRatio,
d*this.devicePixelRatio)};this.
enableScissorTest=
function(
a){a?
m.enable(
m.SCISSOR_TEST):
m.disable(
m.SCISSOR_TEST)};this.
setClearColor=
function(
a,
b){Aa.set(
a);
za=
void 0!==
b?
b:1;
m.clearColor(
Aa.r,
Aa.g,
Aa.b,
za)};this.
setClearColorHex=
function(
a,
533a.attributes;
for(
var b in a)
void 0!==
a[
b].buffer&&
m.deleteBuffer(
a[
b].
buffer);
G.info.memory.geometries--}
else if(
void 0!==
a.geometryGroups){
b=0;
for(
var c=
a.geometryGroupsList.length;
b<
c;
b++){
var d=
a.geometryGroupsList[
b];
if(
void 0!==
d.numMorphTargets)
for(
var e=0,
f=
d.numMorphTargets;
e<
f;
e++)
m.deleteBuffer(
d.__webglMorphTargetsBuffers[
e]);
if(
void 0!==
d.numMorphNormals)
for(
e=0,
f=
d.numMorphNormals;
e<
f;
e++)
m.deleteBuffer(
d.__webglMorphNormalsBuffers[
e]);
Tb(
d)}}
else Tb(
a)},
Pb=
function(
a){
a=
a.target;
a.removeEventListener(
"dispose",
534Pb);
a.image&&
a.image.__webglTextureCube?
m.deleteTexture(
a.image.__webglTextureCube):
a.__webglInit&&(
a.__webglInit=!1,
m.deleteTexture(
a.__webglTexture));
G.info.memory.textures--},
hc=
function(
a){
a=
a.target;
a.removeEventListener(
"dispose",
hc);
if(
a&&
a.__webglTexture)
if(
m.deleteTexture(
a.__webglTexture),
a instanceof THREE.WebGLRenderTargetCube)
for(
var b=0;6>
b;
b++)
m.deleteFramebuffer(
a.__webglFramebuffer[
b]),
m.deleteRenderbuffer(
a.__webglRenderbuffer[
b]);
else m.deleteFramebuffer(
a.__webglFramebuffer),
m.deleteRenderbuffer(
a.__webglRenderbuffer);
535G.info.memory.textures--},
ic=
function(
a){
a=
a.target;
a.removeEventListener(
"dispose",
ic);
Nb(
a)},
Tb=
function(
a){
void 0!==
a.__webglVertexBuffer&&
m.deleteBuffer(
a.__webglVertexBuffer);
void 0!==
a.__webglNormalBuffer&&
m.deleteBuffer(
a.__webglNormalBuffer);
void 0!==
a.__webglTangentBuffer&&
m.deleteBuffer(
a.__webglTangentBuffer);
void 0!==
a.__webglColorBuffer&&
m.deleteBuffer(
a.__webglColorBuffer);
void 0!==
a.__webglUVBuffer&&
m.deleteBuffer(
a.__webglUVBuffer);
void 0!==
a.__webglUV2Buffer&&
m.deleteBuffer(
a.__webglUV2Buffer);
536void 0!==
a.__webglSkinIndicesBuffer&&
m.deleteBuffer(
a.__webglSkinIndicesBuffer);
void 0!==
a.__webglSkinWeightsBuffer&&
m.deleteBuffer(
a.__webglSkinWeightsBuffer);
void 0!==
a.__webglFaceBuffer&&
m.deleteBuffer(
a.__webglFaceBuffer);
void 0!==
a.__webglLineBuffer&&
m.deleteBuffer(
a.__webglLineBuffer);
void 0!==
a.__webglLineDistanceBuffer&&
m.deleteBuffer(
a.__webglLineDistanceBuffer);
if(
void 0!==
a.__webglCustomAttributesList)
for(
var b in a.__webglCustomAttributesList)
m.deleteBuffer(
a.__webglCustomAttributesList[
b].buffer);
537G.info.memory.geometries--},
Nb=
function(
a){
var b=
a.program.program;
if(
void 0!==
b){
a.program=
void 0;
var c,
d,
e=!1;
a=0;
for(
c=
Ba.length;
a<
c;
a++)
if(
d=
Ba[
a],
d.program===
b){
d.usedTimes--;0===
d.usedTimes&&(
e=!0);
break}
if(!0===
e){
e=[];
a=0;
for(
c=
Ba.length;
a<
c;
a++)
d=
Ba[
a],
d.program!==
b&&
e.push(
d);
Ba=
e;
m.deleteProgram(
b);
G.info.memory.programs--}}};this.
renderBufferImmediate=
function(
a,
b,
c){
k();a.hasPositions&&!
a.__webglVertexBuffer&&(
a.__webglVertexBuffer=
m.createBuffer());
a.hasNormals&&!
a.__webglNormalBuffer&&
538(
a.__webglNormalBuffer=
m.createBuffer());
a.hasUvs&&!
a.__webglUvBuffer&&(
a.__webglUvBuffer=
m.createBuffer());
a.hasColors&&!
a.__webglColorBuffer&&(
a.__webglColorBuffer=
m.createBuffer());
a.hasPositions&&(
m.bindBuffer(
m.ARRAY_BUFFER,
a.__webglVertexBuffer),
m.bufferData(
m.ARRAY_BUFFER,
a.positionArray,
m.DYNAMIC_DRAW),
l(
b.attributes.position),
m.vertexAttribPointer(
b.attributes.position,3,
m.FLOAT,!1,0,0));
if(
a.hasNormals){
m.bindBuffer(
m.ARRAY_BUFFER,
a.__webglNormalBuffer);
if(
c.shading===
THREE.FlatShading){
var d,
539e,
f,
g,
h,
p,
r,
q,
s,
t,
u,
w=3*
a.count;
for(
u=0;
u<
w;
u+=9)
t=
a.normalArray,
d=
t[
u],
e=
t[
u+1],
f=
t[
u+2],
g=
t[
u+3],
p=
t[
u+4],
q=
t[
u+5],
h=
t[
u+6],
r=
t[
u+7],
s=
t[
u+8],
d=(
d+
g+
h)/3,
e=(
e+
p+
r)/3,
f=(
f+
q+
s)/3,
t[
u]=
d,
t[
u+1]=
e,
t[
u+2]=
f,
t[
u+3]=
d,
t[
u+4]=
e,
t[
u+5]=
f,
t[
u+6]=
d,
t[
u+7]=
e,
t[
u+8]=
f}
m.bufferData(
m.ARRAY_BUFFER,
a.normalArray,
m.DYNAMIC_DRAW);
l(
b.attributes.normal);
m.vertexAttribPointer(
b.attributes.normal,3,
m.FLOAT,!1,0,0)}
a.hasUvs&&
c.map&&(
m.bindBuffer(
m.ARRAY_BUFFER,
a.__webglUvBuffer),
m.bufferData(
m.ARRAY_BUFFER,
a.uvArray,
540m.DYNAMIC_DRAW),
l(
b.attributes.uv),
m.vertexAttribPointer(
b.attributes.uv,2,
m.FLOAT,!1,0,0));
a.hasColors&&
c.vertexColors!==
THREE.NoColors&&(
m.bindBuffer(
m.ARRAY_BUFFER,
a.__webglColorBuffer),
m.bufferData(
m.ARRAY_BUFFER,
a.colorArray,
m.DYNAMIC_DRAW),
l(
b.attributes.color),
m.vertexAttribPointer(
b.attributes.color,3,
m.FLOAT,!1,0,0));
n();
m.drawArrays(
m.TRIANGLES,0,
a.count);
a.count=0};this.
renderBufferDirect=
function(
a,
b,
c,
d,
e,
f){
if(!1!==d.visible){
var g=
z(
a,
b,
c,
d,
f);
a=
g.attributes;
b=
e.attributes;
c=!1;
g=16777215*
541e.id+2*
g.id+(
d.wireframe?1:0);
g!==
ca&&(
ca=
g,
c=!0);
c&&
k();
if(
f instanceof THREE.Mesh)
if(
g=
b.index){
var l,
n;
g.array
instanceof Uint32Array?(
l=
m.UNSIGNED_INT,
n=4):(
l=
m.UNSIGNED_SHORT,
n=2);
e=
e.offsets;
if(0===
e.length)
c&&(
h(
d,
a,
b,0),
m.bindBuffer(
m.ELEMENT_ARRAY_BUFFER,
g.buffer)),
m.drawElements(
m.TRIANGLES,
g.array.length,
l,0),
G.info.render.calls++,
G.info.render.vertices+=
g.array.length,
G.info.render.faces+=
g.array.length/3;
else{
c=!0;
for(
var p=0,
r=
e.length;
p<
r;
p++){
var q=
e[
p].index;
c&&(
h(
d,
a,
b,
q),
m.bindBuffer(
m.ELEMENT_ARRAY_BUFFER,
542g.buffer));
m.drawElements(
m.TRIANGLES,
e[
p].count,
l,
e[
p].start*
n);
G.info.render.calls++;
G.info.render.vertices+=
e[
p].count;
G.info.render.faces+=
e[
p].count/3}}}
else c&&
h(
d,
a,
b,0),
d=
e.attributes.position,
m.drawArrays(
m.TRIANGLES,0,
d.array.length/3),
G.info.render.calls++,
G.info.render.vertices+=
d.array.length/3,
G.info.render.faces+=
d.array.length/9;
else if(
f instanceof THREE.PointCloud)
c&&
h(
d,
a,
b,0),
d=
b.position,
m.drawArrays(
m.POINTS,0,
d.array.length/3),
G.info.render.calls++,
G.info.render.points+=
d.array.length/
5433;
else if(
f instanceof THREE.Line)
if(
f=
f.type===
THREE.LineStrip?
m.LINE_STRIP:
m.LINES,
O(
d.linewidth),
g=
b.index)
if(
g.array
instanceof Uint32Array?(
l=
m.UNSIGNED_INT,
n=4):(
l=
m.UNSIGNED_SHORT,
n=2),
e=
e.offsets,0===
e.length)
c&&(
h(
d,
a,
b,0),
m.bindBuffer(
m.ELEMENT_ARRAY_BUFFER,
g.buffer)),
m.drawElements(
f,
g.array.length,
l,0),
G.info.render.calls++,
G.info.render.vertices+=
g.array.length;
else for(1<
e.length&&(
c=!0),
p=0,
r=
e.length;
p<
r;
p++)
q=
e[
p].
index,
c&&(
h(
d,
a,
b,
q),
m.bindBuffer(
m.ELEMENT_ARRAY_BUFFER,
g.buffer)),
544m.drawElements(
f,
e[
p].count,
l,
e[
p].start*
n),
G.info.render.calls++,
G.info.render.vertices+=
e[
p].count;
else c&&
h(
d,
a,
b,0),
d=
b.position,
m.drawArrays(
f,0,
d.array.length/3),
G.info.render.calls++,
G.info.render.points+=
d.array.length/3}};this.
renderBuffer=
function(
a,
b,
c,
d,
e,
f){
if(!1!==d.visible){
var g,
h;
c=
z(
a,
b,
c,
d,
f);
b=
c.attributes;
a=!1;
c=16777215*
e.id+2*
c.id+(
d.wireframe?1:0);
c!==
ca&&(
ca=
c,
a=!0);
a&&
k();
if(!
d.morphTargets&&0<=
b.position)
a&&(
m.bindBuffer(
m.ARRAY_BUFFER,
e.__webglVertexBuffer),
l(
b.position),
545m.vertexAttribPointer(
b.position,3,
m.FLOAT,!1,0,0));
else if(
f.morphTargetBase){
c=
d.program.attributes;-1!==
f.morphTargetBase&&0<=
c.position?(
m.bindBuffer(
m.ARRAY_BUFFER,
e.__webglMorphTargetsBuffers[
f.morphTargetBase]),
l(
c.position),
m.vertexAttribPointer(
c.position,3,
m.FLOAT,!1,0,0)):0<=
c.position&&(
m.bindBuffer(
m.ARRAY_BUFFER,
e.__webglVertexBuffer),
l(
c.position),
m.vertexAttribPointer(
c.position,3,
m.FLOAT,!1,0,0));
if(
f.morphTargetForcedOrder.length){
var p=0;
h=
f.morphTargetForcedOrder;
for(
g=
f.morphTargetInfluences;
p<
546d.numSupportedMorphTargets&&
p<
h.length;)0<=
c[
"morphTarget"+
p]&&(
m.bindBuffer(
m.ARRAY_BUFFER,
e.__webglMorphTargetsBuffers[
h[
p]]),
l(
c[
"morphTarget"+
p]),
m.vertexAttribPointer(
c[
"morphTarget"+
p],3,
m.FLOAT,!1,0,0)),0<=
c[
"morphNormal"+
p]&&
d.morphNormals&&(
m.bindBuffer(
m.ARRAY_BUFFER,
e.__webglMorphNormalsBuffers[
h[
p]]),
l(
c[
"morphNormal"+
p]),
m.vertexAttribPointer(
c[
"morphNormal"+
p],3,
m.FLOAT,!1,0,0)),
f.__webglMorphTargetInfluences[
p]=
g[
h[
p]],
p++}
else{
h=[];
g=
f.morphTargetInfluences;
var r,
q=
g.length;
for(
r=
5470;
r<
q;
r++)
p=
g[
r],0<
p&&
h.push([
p,
r]);
h.length>
d.numSupportedMorphTargets?(
h.sort(
t),
h.length=
d.numSupportedMorphTargets):
h.length>
d.numSupportedMorphNormals?
h.sort(
t):0===
h.length&&
h.push([0,0]);
for(
p=0;
p<
d.numSupportedMorphTargets;)
h[
p]?(
r=
h[
p][1],0<=
c[
"morphTarget"+
p]&&(
m.bindBuffer(
m.ARRAY_BUFFER,
e.__webglMorphTargetsBuffers[
r]),
l(
c[
"morphTarget"+
p]),
m.vertexAttribPointer(
c[
"morphTarget"+
p],3,
m.FLOAT,!1,0,0)),0<=
c[
"morphNormal"+
p]&&
d.morphNormals&&(
m.bindBuffer(
m.ARRAY_BUFFER,
e.__webglMorphNormalsBuffers[
r]),
548l(
c[
"morphNormal"+
p]),
m.vertexAttribPointer(
c[
"morphNormal"+
p],3,
m.FLOAT,!1,0,0)),
f.__webglMorphTargetInfluences[
p]=
g[
r]):
f.__webglMorphTargetInfluences[
p]=0,
p++}
null!==
d.program.uniforms.morphTargetInfluences&&
m.uniform1fv(
d.program.uniforms.morphTargetInfluences,
f.__webglMorphTargetInfluences)}
if(
a){
if(
e.__webglCustomAttributesList)
for(
g=0,
h=
e.__webglCustomAttributesList.length;
g<
h;
g++)
c=
e.__webglCustomAttributesList[
g],0<=
b[
c.buffer.belongsToAttribute]&&(
m.bindBuffer(
m.ARRAY_BUFFER,
c.buffer),
l(
b[
c.buffer.belongsToAttribute]),
549m.vertexAttribPointer(
b[
c.buffer.belongsToAttribute],
c.size,
m.FLOAT,!1,0,0));0<=
b.color&&(0<
f.geometry.colors.length||0<
f.geometry.faces.length?(
m.bindBuffer(
m.ARRAY_BUFFER,
e.__webglColorBuffer),
l(
b.color),
m.vertexAttribPointer(
b.color,3,
m.FLOAT,!1,0,0)):
d.defaultAttributeValues&&
m.vertexAttrib3fv(
b.color,
d.defaultAttributeValues.color));0<=
b.normal&&(
m.bindBuffer(
m.ARRAY_BUFFER,
e.__webglNormalBuffer),
l(
b.normal),
m.vertexAttribPointer(
b.normal,3,
m.FLOAT,!1,0,0));0<=
b.tangent&&(
m.bindBuffer(
m.ARRAY_BUFFER,
550e.__webglTangentBuffer),
l(
b.tangent),
m.vertexAttribPointer(
b.tangent,4,
m.FLOAT,!1,0,0));0<=
b.uv&&(
f.geometry.faceVertexUvs[0]?(
m.bindBuffer(
m.ARRAY_BUFFER,
e.__webglUVBuffer),
l(
b.uv),
m.vertexAttribPointer(
b.uv,2,
m.FLOAT,!1,0,0)):
d.defaultAttributeValues&&
m.vertexAttrib2fv(
b.uv,
d.defaultAttributeValues.uv));0<=
b.uv2&&(
f.geometry.faceVertexUvs[1]?(
m.bindBuffer(
m.ARRAY_BUFFER,
e.__webglUV2Buffer),
l(
b.uv2),
m.vertexAttribPointer(
b.uv2,2,
m.FLOAT,!1,0,0)):
d.defaultAttributeValues&&
m.vertexAttrib2fv(
b.uv2,
551d.defaultAttributeValues.uv2));
d.skinning&&0<=
b.skinIndex&&0<=
b.skinWeight&&(
m.bindBuffer(
m.ARRAY_BUFFER,
e.__webglSkinIndicesBuffer),
l(
b.skinIndex),
m.vertexAttribPointer(
b.skinIndex,4,
m.FLOAT,!1,0,0),
m.bindBuffer(
m.ARRAY_BUFFER,
e.__webglSkinWeightsBuffer),
l(
b.skinWeight),
m.vertexAttribPointer(
b.skinWeight,4,
m.FLOAT,!1,0,0));0<=
b.lineDistance&&(
m.bindBuffer(
m.ARRAY_BUFFER,
e.__webglLineDistanceBuffer),
l(
b.lineDistance),
m.vertexAttribPointer(
b.lineDistance,1,
m.FLOAT,!1,0,0))}
n();
f instanceof THREE.Mesh?
552(
f=
e.__typeArray===
Uint32Array?
m.UNSIGNED_INT:
m.UNSIGNED_SHORT,
d.wireframe?(
O(
d.wireframeLinewidth),
a&&
m.bindBuffer(
m.ELEMENT_ARRAY_BUFFER,
e.__webglLineBuffer),
m.drawElements(
m.LINES,
e.__webglLineCount,
f,0)):(
a&&
m.bindBuffer(
m.ELEMENT_ARRAY_BUFFER,
e.__webglFaceBuffer),
m.drawElements(
m.TRIANGLES,
e.__webglFaceCount,
f,0)),
G.info.render.calls++,
G.info.render.vertices+=
e.__webglFaceCount,
G.info.render.faces+=
e.__webglFaceCount/3):
f instanceof THREE.Line?(
f=
f.type===
THREE.LineStrip?
m.LINE_STRIP:
m.LINES,
553O(
d.linewidth),
m.drawArrays(
f,0,
e.__webglLineCount),
G.info.render.calls++):
f instanceof THREE.PointCloud&&(
m.drawArrays(
m.POINTS,0,
e.__webglParticleCount),
G.info.render.calls++,
G.info.render.points+=
e.__webglParticleCount)}};this.
render=
function(
a,
b,
c,
d){
function e(a){
a instanceof THREE.SkinnedMesh&&
a.skeleton.update();
for(
var b=0,
c=
a.children.length;
b<
c;
b++)
e(
a.children[
b])}
if(!1===
b instanceof THREE.Camera)
console.error(
"THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.");
else{
var f,
554g,
h,
k,
m=
a.__lights,
l=
a.fog;
Ca=-1;
la=
null;
fb=!0;!0===
a.autoUpdate&&
a.updateMatrixWorld();
void 0===
b.parent&&
b.updateMatrixWorld();
e(
a);
b.matrixWorldInverse.getInverse(
b.matrixWorld);
Ub.multiplyMatrices(
b.projectionMatrix,
b.matrixWorldInverse);
jc.setFromMatrix(
Ub);
fc(
a);
Oa.length=0;
Pa.length=0;
s(
a,
a,
b);!0===
G.sortObjects&&(
Oa.sort(
q),
Pa.sort(
r));
p(this.
renderPluginsPre,a,
b);
G.info.render.calls=0;
G.info.render.vertices=0;
G.info.render.faces=0;
G.info.render.points=0;this.
setRenderTarget(c);(this.
autoClear||
555d)&&this.
clear(this.
autoClearColor,this.
autoClearDepth,this.
autoClearStencil);k=
a.__webglObjectsImmediate;
d=0;
for(
f=
k.length;
d<
f;
d++)
g=
k[
d],
h=
g.object,
h.visible&&(
N(
h,
b),
u(
g));
a.overrideMaterial?(
d=
a.overrideMaterial,this.
setBlending(d.blending,
d.blendEquation,
d.blendSrc,
d.blendDst),this.
setDepthTest(d.depthTest),this.
setDepthWrite(d.depthWrite),
J(
d.polygonOffset,
d.polygonOffsetFactor,
d.polygonOffsetUnits),
v(
Oa,
b,
m,
l,!0,
d),
v(
Pa,
b,
m,
l,!0,
d),
w(
a.__webglObjectsImmediate,
"",
b,
m,
l,!1,
d)):(
d=
null,this.
setBlending(
THREE.NoBlending),
556v(Oa,
b,
m,
l,!1,
d),
w(
a.__webglObjectsImmediate,
"opaque",
b,
m,
l,!1,
d),
v(
Pa,
b,
m,
l,!0,
d),
w(
a.__webglObjectsImmediate,
"transparent",
b,
m,
l,!0,
d));
p(this.
renderPluginsPost,a,
b);
c&&
c.generateMipmaps&&
c.minFilter!==
THREE.NearestFilter&&
c.minFilter!==
THREE.LinearFilter&&
L(
c);this.
setDepthTest(!0);this.
setDepthWrite(!0)}};this.
renderImmediateObject=
function(
a,
b,
c,
d,
e){
var f=
z(
a,
b,
c,
d,
e);
ca=-1;
G.setMaterialFaces(
d);
e.immediateRenderCallback?
e.immediateRenderCallback(
f,
m,
jc):
e.render(
function(
a){
G.renderBufferImmediate(
a,
557f,
d)})};
var fc=
function(
a){
a.__webglObjects||(
a.__webglObjects={},
a.__webglObjectsImmediate=[]);
for(;
a.__objectsAdded.length;){
var c=
a.__objectsAdded[0],
d=
a,
e=
void 0,
f=
void 0;
void 0===
c.__webglInit&&(
c.__webglInit=!0,
c._modelViewMatrix=
new THREE.Matrix4,
c._normalMatrix=
new THREE.Matrix3);
e=
c.geometry;
if(
void 0!==
e&&
void 0===
e.__webglInit)
if(
e.__webglInit=!0,
e.addEventListener(
"dispose",
gc),
e instanceof THREE.BufferGeometry)
g(
e);
else if(
c instanceof THREE.Mesh)
void 0!==
c.__webglActive&&
I(
c,
d),
D(
d,
559!
e.__webglVertexBuffer&&(
f=
e,
f.__webglVertexBuffer=
m.createBuffer(),
f.__webglColorBuffer=
m.createBuffer(),
G.info.memory.geometries++,
f=
e,
h=
c,
k=
f.vertices.length,
f.__vertexArray=
new Float32Array(3*
k),
f.__colorArray=
new Float32Array(3*
k),
f.__sortArray=[],
f.__webglParticleCount=
k,
b(
f,
h),
e.verticesNeedUpdate=!0,
e.colorsNeedUpdate=!0);
if(
void 0===
c.__webglActive){
if(
c instanceof THREE.Mesh)
if(
e=
c.geometry,
e instanceof THREE.BufferGeometry)
A(
d.__webglObjects,
e,
c);
else{
if(
e instanceof THREE.Geometry)
for(
h=
5600,
k=
e.geometryGroupsList.length;
h<
k;
h++)
f=
e.geometryGroupsList[
h],
A(
d.__webglObjects,
f,
c)}
else c instanceof THREE.Line||
c instanceof THREE.PointCloud?(
e=
c.geometry,
A(
d.__webglObjects,
e,
c)):(
c instanceof THREE.ImmediateRenderObject||
c.immediateRenderCallback)&&
d.__webglObjectsImmediate.push({
id:
null,
object:
c,
opaque:
null,
transparent:
null,
z:0});
c.__webglActive=!0}
a.__objectsAdded.splice(0,1)}
for(;
a.__objectsRemoved.length;)
I(
a.__objectsRemoved[0],
a),
a.__objectsRemoved.splice(0,1)};this.
initMaterial=
561function(
a,
b,
c,
d){
var e,
f,
g,
h;a.addEventListener(
"dispose",
ic);
var k,
l,
n,
p;
a instanceof THREE.MeshDepthMaterial?
p=
"depth":
a instanceof THREE.MeshNormalMaterial?
p=
"normal":
a instanceof THREE.MeshBasicMaterial?
p=
"basic":
a instanceof THREE.MeshLambertMaterial?
p=
"lambert":
a instanceof THREE.MeshPhongMaterial?
p=
"phong":
a instanceof THREE.LineBasicMaterial?
p=
"basic":
a instanceof THREE.LineDashedMaterial?
p=
"dashed":
a instanceof THREE.PointCloudMaterial&&(
p=
"particle_basic");
p?(
e=
THREE.ShaderLib[
p],
a.__webglShader=
564envMap:!!
a.envMap,
lightMap:!!
a.lightMap,
bumpMap:!!
a.bumpMap,
normalMap:!!
a.normalMap,
specularMap:!!
a.specularMap,
alphaMap:!!
a.alphaMap,
vertexColors:
a.vertexColors,
fog:
c,
useFog:
a.fog,
fogExp:
c instanceof THREE.FogExp2,
sizeAttenuation:
a.sizeAttenuation,
logarithmicDepthBuffer:
Ea,
skinning:
a.skinning,
maxBones:
n,
useVertexTexture:
Ob&&
d&&
d.skeleton&&
d.skeleton.useVertexTexture,
morphTargets:
a.morphTargets,
morphNormals:
a.morphNormals,
maxMorphTargets:this.
maxMorphTargets,
maxMorphNormals:this.
maxMorphNormals,
maxDirLights:
e,
565maxPointLights:
f,
maxSpotLights:
g,
maxHemiLights:
h,
maxShadows:
b,
shadowMapEnabled:this.
shadowMapEnabled&&d.receiveShadow&&0<
b,
shadowMapType:this.
shadowMapType,
shadowMapDebug:this.
shadowMapDebug,
shadowMapCascade:this.
shadowMapCascade,
alphaTest:a.alphaTest,
metal:
a.metal,
wrapAround:
a.wrapAround,
doubleSided:
a.side===
THREE.DoubleSide,
flipSided:
a.side===
THREE.BackSide};
d=[];
p?
d.push(
p):(
d.push(
a.fragmentShader),
d.push(
a.vertexShader));
for(
var t in a.defines)
d.push(
t),
d.push(
a.defines[
t]);
for(
l in c)
d.push(
l),
566d.push(
c[
l]);
p=
d.join();
var u;
l=0;
for(
t=
Ba.length;
l<
t;
l++)
if(
d=
Ba[
l],
d.code===
p){
u=
d;
u.usedTimes++;
break}
void 0===
u&&(
u=
new THREE.WebGLProgram(
this,
p,
a,
c),
Ba.push(
u),
G.info.memory.programs=
Ba.length);
a.program=
u;
u=
a.program.attributes;
if(
a.morphTargets)
for(
a.numSupportedMorphTargets=0,
t=
"morphTarget",
l=0;
l<this.
maxMorphTargets;l++)
p=
t+
l,0<=
u[
p]&&
a.numSupportedMorphTargets++;
if(
a.morphNormals)
for(
a.numSupportedMorphNormals=0,
t=
"morphNormal",
l=0;
l<this.
maxMorphNormals;l++)
p=
t+
l,0<=
u[
p]&&
a.numSupportedMorphNormals++;
567a.uniformsList=[];
for(
k in a.__webglShader.uniforms)(
l=
a.program.uniforms[
k])&&
a.uniformsList.push([
a.__webglShader.uniforms[
k],
l])};this.
setFaceCulling=
function(
a,
b){a===
THREE.CullFaceNone?
m.disable(
m.CULL_FACE):(
b===
THREE.FrontFaceDirectionCW?
m.frontFace(
m.CW):
m.frontFace(
m.CCW),
a===
THREE.CullFaceBack?
m.cullFace(
m.BACK):
a===
THREE.CullFaceFront?
m.cullFace(
m.FRONT):
m.cullFace(
m.FRONT_AND_BACK),
m.enable(
m.CULL_FACE))};this.
setMaterialFaces=
function(
a){
var b=
a.side===
THREE.DoubleSide;
a=
a.side===
THREE.BackSide;
568ua!==
b&&(
b?
m.disable(
m.CULL_FACE):
m.enable(
m.CULL_FACE),
ua=
b);
ja!==
a&&(
a?
m.frontFace(
m.CW):
m.frontFace(
m.CCW),
ja=
a)};this.
setDepthTest=
function(
a){
ra!==a&&(
a?
m.enable(
m.DEPTH_TEST):
m.disable(
m.DEPTH_TEST),
ra=
a)};this.
setDepthWrite=
function(
a){
Da!==a&&(
m.depthMask(
a),
Da=
a)};this.
setBlending=
function(
a,
b,
c,
d){a!==
Fa&&(
a===
THREE.NoBlending?
m.disable(
m.BLEND):
a===
THREE.AdditiveBlending?(
m.enable(
m.BLEND),
m.blendEquation(
m.FUNC_ADD),
m.blendFunc(
m.SRC_ALPHA,
m.ONE)):
a===
THREE.
SubtractiveBlending?(
m.
enable(
m.
BLEND),
569m.
blendEquation(
m.
FUNC_ADD),
m.
blendFunc(
m.
ZERO,
m.
ONE_MINUS_SRC_COLOR)):
a===
THREE.
MultiplyBlending?(
m.
enable(
m.
BLEND),
m.
blendEquation(
m.
FUNC_ADD),
m.
blendFunc(
m.
ZERO,
m.
SRC_COLOR)):
a===
THREE.
CustomBlending?
m.
enable(
m.
BLEND):(
m.
enable(
m.
BLEND),
m.
blendEquationSeparate(
m.
FUNC_ADD,
m.
FUNC_ADD),
m.
blendFuncSeparate(
m.
SRC_ALPHA,
m.
ONE_MINUS_SRC_ALPHA,
m.
ONE,
m.
ONE_MINUS_SRC_ALPHA)),
Fa=
a);
if(
a===
THREE.CustomBlending){
if(
b!==
va&&(
m.blendEquation(
B(
b)),
va=
b),
c!==
Ka||
d!==
aa)
m.blendFunc(
B(
c),
B(
d)),
Ka=
c,
aa=
d}
else aa=
570Ka=
va=
null};this.
setTexture=
function(
a,
b){
if(a.needsUpdate){
a.__webglInit||(
a.__webglInit=!0,
a.addEventListener(
"dispose",
Pb),
a.__webglTexture=
m.createTexture(),
G.info.memory.textures++);
m.activeTexture(
m.TEXTURE0+
b);
m.bindTexture(
m.TEXTURE_2D,
a.__webglTexture);
m.pixelStorei(
m.UNPACK_FLIP_Y_WEBGL,
a.flipY);
m.pixelStorei(
m.UNPACK_PREMULTIPLY_ALPHA_WEBGL,
a.premultiplyAlpha);
m.pixelStorei(
m.UNPACK_ALIGNMENT,
a.unpackAlignment);
var c=
a.image,
d=
THREE.Math.isPowerOfTwo(
c.width)&&
THREE.Math.isPowerOfTwo(
c.height),
571e=
B(
a.format),
f=
B(
a.type);
E(
m.TEXTURE_2D,
a,
d);
var g=
a.mipmaps;
if(
a instanceof THREE.DataTexture)
if(0<
g.length&&
d){
for(
var h=0,
k=
g.length;
h<
k;
h++)
c=
g[
h],
m.texImage2D(
m.TEXTURE_2D,
h,
e,
c.width,
c.height,0,
e,
f,
c.data);
a.generateMipmaps=!1}
else m.texImage2D(
m.TEXTURE_2D,0,
e,
c.width,
c.height,0,
e,
f,
c.data);
else if(
a instanceof THREE.CompressedTexture)
for(
h=0,
k=
g.length;
h<
k;
h++)
c=
g[
h],
a.format!==
THREE.RGBAFormat?
m.compressedTexImage2D(
m.TEXTURE_2D,
h,
e,
c.width,
c.height,0,
c.data):
m.texImage2D(
m.TEXTURE_2D,
h,
572e,
c.width,
c.height,0,
e,
f,
c.data);
else if(0<
g.length&&
d){
h=0;
for(
k=
g.length;
h<
k;
h++)
c=
g[
h],
m.texImage2D(
m.TEXTURE_2D,
h,
e,
e,
f,
c);
a.generateMipmaps=!1}
else m.texImage2D(
m.TEXTURE_2D,0,
e,
e,
f,
a.image);
a.generateMipmaps&&
d&&
m.generateMipmap(
m.TEXTURE_2D);
a.needsUpdate=!1;
if(
a.onUpdate)
a.onUpdate()}
else m.activeTexture(
m.TEXTURE0+
b),
m.bindTexture(
m.TEXTURE_2D,
a.__webglTexture)};this.
setRenderTarget=
function(
a){
var b=
a instanceof THREE.WebGLRenderTargetCube;
if(
a&&!
a.__webglFramebuffer){
void 0===
a.depthBuffer&&
573(
a.depthBuffer=!0);
void 0===
a.stencilBuffer&&(
a.stencilBuffer=!0);
a.addEventListener(
"dispose",
hc);
a.__webglTexture=
m.createTexture();
G.info.memory.textures++;
var c=
THREE.Math.isPowerOfTwo(
a.width)&&
THREE.Math.isPowerOfTwo(
a.height),
d=
B(
a.format),
e=
B(
a.type);
if(
b){
a.__webglFramebuffer=[];
a.__webglRenderbuffer=[];
m.bindTexture(
m.TEXTURE_CUBE_MAP,
a.__webglTexture);
E(
m.TEXTURE_CUBE_MAP,
a,
c);
for(
var f=0;6>
f;
f++){
a.__webglFramebuffer[
f]=
m.createFramebuffer();
a.__webglRenderbuffer[
f]=
m.createRenderbuffer();
574m.texImage2D(
m.TEXTURE_CUBE_MAP_POSITIVE_X+
f,0,
d,
a.width,
a.height,0,
d,
e,
null);
var g=
a,
h=
m.TEXTURE_CUBE_MAP_POSITIVE_X+
f;
m.bindFramebuffer(
m.FRAMEBUFFER,
a.__webglFramebuffer[
f]);
m.framebufferTexture2D(
m.FRAMEBUFFER,
m.COLOR_ATTACHMENT0,
h,
g.__webglTexture,0);
Q(
a.__webglRenderbuffer[
f],
a)}
c&&
m.generateMipmap(
m.TEXTURE_CUBE_MAP)}
else a.__webglFramebuffer=
m.createFramebuffer(),
a.__webglRenderbuffer=
a.shareDepthFrom?
a.shareDepthFrom.__webglRenderbuffer:
m.createRenderbuffer(),
m.bindTexture(
m.TEXTURE_2D,
a.__webglTexture),
575E(
m.TEXTURE_2D,
a,
c),
m.texImage2D(
m.TEXTURE_2D,0,
d,
a.width,
a.height,0,
d,
e,
null),
d=
m.TEXTURE_2D,
m.bindFramebuffer(
m.FRAMEBUFFER,
a.__webglFramebuffer),
m.framebufferTexture2D(
m.FRAMEBUFFER,
m.COLOR_ATTACHMENT0,
d,
a.__webglTexture,0),
a.shareDepthFrom?
a.depthBuffer&&!
a.stencilBuffer?
m.framebufferRenderbuffer(
m.FRAMEBUFFER,
m.DEPTH_ATTACHMENT,
m.RENDERBUFFER,
a.__webglRenderbuffer):
a.depthBuffer&&
a.stencilBuffer&&
m.framebufferRenderbuffer(
m.FRAMEBUFFER,
m.DEPTH_STENCIL_ATTACHMENT,
m.RENDERBUFFER,
a.__webglRenderbuffer):
576Q(
a.__webglRenderbuffer,
a),
c&&
m.generateMipmap(
m.TEXTURE_2D);
b?
m.bindTexture(
m.TEXTURE_CUBE_MAP,
null):
m.bindTexture(
m.TEXTURE_2D,
null);
m.bindRenderbuffer(
m.RENDERBUFFER,
null);
m.bindFramebuffer(
m.FRAMEBUFFER,
null)}
a?(
b=
b?
a.__webglFramebuffer[
a.activeCubeFace]:
a.__webglFramebuffer,
c=
a.width,
a=
a.height,
e=
d=0):(
b=
null,
c=
wb,
a=
sb,
d=
ma,
e=
Ja);
b!==
Za&&(
m.bindFramebuffer(
m.FRAMEBUFFER,
b),
m.viewport(
d,
e,
c,
a),
Za=
b);
Hb=
c;
Ib=
a};this.
shadowMapPlugin=
new THREE.ShadowMapPlugin;this.
addPrePlugin(this.
shadowMapPlugin);
582THREE.WebGLProgram=
function(){
var a=0;
return function(
b,
c,
d,
e){
var f=
b.context,
g=
d.defines,
h=
d.__webglShader.uniforms,
k=
d.attributes,
l=
d.__webglShader.vertexShader,
n=
d.__webglShader.fragmentShader,
q=
d.index0AttributeName;
void 0===
q&&!0===
e.morphTargets&&(
q=
"position");
var r=
"SHADOWMAP_TYPE_BASIC";
e.shadowMapType===
THREE.PCFShadowMap?
r=
"SHADOWMAP_TYPE_PCF":
e.shadowMapType===
THREE.PCFSoftShadowMap&&(
r=
"SHADOWMAP_TYPE_PCF_SOFT");
var t,
s;
t=[];
for(
var p in g)
s=
g[
p],!1!==
s&&(
s=
"#define "+
p+
" "+
s,
t.push(
s));
583t=
t.join(
"\n");
g=
f.createProgram();
d instanceof THREE.RawShaderMaterial?
b=
d=
"":(
d=[
"precision "+
e.precision+
" float;",
"precision "+
e.precision+
" int;",
t,
e.supportsVertexTextures?
"#define VERTEX_TEXTURES":
"",
b.gammaInput?
"#define GAMMA_INPUT":
"",
b.gammaOutput?
"#define GAMMA_OUTPUT":
"",
"#define MAX_DIR_LIGHTS "+
e.maxDirLights,
"#define MAX_POINT_LIGHTS "+
e.maxPointLights,
"#define MAX_SPOT_LIGHTS "+
e.maxSpotLights,
"#define MAX_HEMI_LIGHTS "+
e.maxHemiLights,
"#define MAX_SHADOWS "+
e.maxShadows,
"#define MAX_BONES "+
584e.maxBones,
e.map?
"#define USE_MAP":
"",
e.envMap?
"#define USE_ENVMAP":
"",
e.lightMap?
"#define USE_LIGHTMAP":
"",
e.bumpMap?
"#define USE_BUMPMAP":
"",
e.normalMap?
"#define USE_NORMALMAP":
"",
e.specularMap?
"#define USE_SPECULARMAP":
"",
e.alphaMap?
"#define USE_ALPHAMAP":
"",
e.vertexColors?
"#define USE_COLOR":
"",
e.skinning?
"#define USE_SKINNING":
"",
e.useVertexTexture?
"#define BONE_TEXTURE":
"",
e.morphTargets?
"#define USE_MORPHTARGETS":
"",
e.morphNormals?
"#define USE_MORPHNORMALS":
"",
e.wrapAround?
"#define WRAP_AROUND":
585"",
e.doubleSided?
"#define DOUBLE_SIDED":
"",
e.flipSided?
"#define FLIP_SIDED":
"",
e.shadowMapEnabled?
"#define USE_SHADOWMAP":
"",
e.shadowMapEnabled?
"#define "+
r:
"",
e.shadowMapDebug?
"#define SHADOWMAP_DEBUG":
"",
e.shadowMapCascade?
"#define SHADOWMAP_CASCADE":
"",
e.sizeAttenuation?
"#define USE_SIZEATTENUATION":
"",
e.logarithmicDepthBuffer?
"#define USE_LOGDEPTHBUF":
"",
"uniform mat4 modelMatrix;\nuniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nuniform mat4 viewMatrix;\nuniform mat3 normalMatrix;\nuniform vec3 cameraPosition;\nattribute vec3 position;\nattribute vec3 normal;\nattribute vec2 uv;\nattribute vec2 uv2;\n#ifdef USE_COLOR\n\tattribute vec3 color;\n#endif\n#ifdef USE_MORPHTARGETS\n\tattribute vec3 morphTarget0;\n\tattribute vec3 morphTarget1;\n\tattribute vec3 morphTarget2;\n\tattribute vec3 morphTarget3;\n\t#ifdef USE_MORPHNORMALS\n\t\tattribute vec3 morphNormal0;\n\t\tattribute vec3 morphNormal1;\n\t\tattribute vec3 morphNormal2;\n\t\tattribute vec3 morphNormal3;\n\t#else\n\t\tattribute vec3 morphTarget4;\n\t\tattribute vec3 morphTarget5;\n\t\tattribute vec3 morphTarget6;\n\t\tattribute vec3 morphTarget7;\n\t#endif\n#endif\n#ifdef USE_SKINNING\n\tattribute vec4 skinIndex;\n\tattribute vec4 skinWeight;\n#endif\n"].join(
"\n"),
586b=[
"precision "+
e.precision+
" float;",
"precision "+
e.precision+
" int;",
e.bumpMap||
e.normalMap?
"#extension GL_OES_standard_derivatives : enable":
"",
t,
"#define MAX_DIR_LIGHTS "+
e.maxDirLights,
"#define MAX_POINT_LIGHTS "+
e.maxPointLights,
"#define MAX_SPOT_LIGHTS "+
e.maxSpotLights,
"#define MAX_HEMI_LIGHTS "+
e.maxHemiLights,
"#define MAX_SHADOWS "+
e.maxShadows,
e.alphaTest?
"#define ALPHATEST "+
e.alphaTest:
"",
b.gammaInput?
"#define GAMMA_INPUT":
"",
b.gammaOutput?
"#define GAMMA_OUTPUT":
"",
e.useFog&&
e.fog?
"#define USE_FOG":
587"",
e.useFog&&
e.fogExp?
"#define FOG_EXP2":
"",
e.map?
"#define USE_MAP":
"",
e.envMap?
"#define USE_ENVMAP":
"",
e.lightMap?
"#define USE_LIGHTMAP":
"",
e.bumpMap?
"#define USE_BUMPMAP":
"",
e.normalMap?
"#define USE_NORMALMAP":
"",
e.specularMap?
"#define USE_SPECULARMAP":
"",
e.alphaMap?
"#define USE_ALPHAMAP":
"",
e.vertexColors?
"#define USE_COLOR":
"",
e.metal?
"#define METAL":
"",
e.wrapAround?
"#define WRAP_AROUND":
"",
e.doubleSided?
"#define DOUBLE_SIDED":
"",
e.flipSided?
"#define FLIP_SIDED":
"",
e.shadowMapEnabled?
"#define USE_SHADOWMAP":
588"",
e.shadowMapEnabled?
"#define "+
r:
"",
e.shadowMapDebug?
"#define SHADOWMAP_DEBUG":
"",
e.shadowMapCascade?
"#define SHADOWMAP_CASCADE":
"",
e.logarithmicDepthBuffer?
"#define USE_LOGDEPTHBUF":
"",
"uniform mat4 viewMatrix;\nuniform vec3 cameraPosition;\n"].join(
"\n"));
l=
new THREE.WebGLShader(
f,
f.VERTEX_SHADER,
d+
l);
n=
new THREE.WebGLShader(
f,
f.FRAGMENT_SHADER,
b+
n);
f.attachShader(
g,
l);
f.attachShader(
g,
n);
void 0!==
q&&
f.bindAttribLocation(
g,0,
q);
f.linkProgram(
g);!1===
f.getProgramParameter(
g,
f.LINK_STATUS)&&(
console.error(
"THREE.WebGLProgram: Could not initialise shader."),
589console.error(
"gl.VALIDATE_STATUS",
f.getProgramParameter(
g,
f.VALIDATE_STATUS)),
console.error(
"gl.getError()",
f.getError()));
""!==
f.getProgramInfoLog(
g)&&
console.warn(
"THREE.WebGLProgram: gl.getProgramInfoLog()",
f.getProgramInfoLog(
g));
f.deleteShader(
l);
f.deleteShader(
n);
q=
"viewMatrix modelViewMatrix projectionMatrix normalMatrix modelMatrix cameraPosition morphTargetInfluences bindMatrix bindMatrixInverse".split(
" ");
e.useVertexTexture?(
q.push(
"boneTexture"),
q.push(
"boneTextureWidth"),
q.push(
"boneTextureHeight")):
590q.push(
"boneGlobalMatrices");
e.logarithmicDepthBuffer&&
q.push(
"logDepthBufFC");
for(
var v in h)
q.push(
v);
h=
q;
v={};
q=0;
for(
b=
h.length;
q<
b;
q++)
r=
h[
q],
v[
r]=
f.getUniformLocation(
g,
r);this.
uniforms=
v;q=
"position normal uv uv2 tangent color skinIndex skinWeight lineDistance".split(
" ");
for(
h=0;
h<
e.maxMorphTargets;
h++)
q.push(
"morphTarget"+
h);
for(
h=0;
h<
e.maxMorphNormals;
h++)
q.push(
"morphNormal"+
h);
for(
var w in k)
q.push(
w);
e=
q;
k={};
w=0;
for(
h=
e.length;
w<
h;
w++)
v=
e[
w],
k[
v]=
f.getAttribLocation(
g,
v);this.attributes=
592THREE.WebGLShader=
function(){
var a=
function(
a){
a=
a.split(
"\n");
for(
var c=0;
c<
a.length;
c++)
a[
c]=
c+1+
": "+
a[
c];
return a.join(
"\n")};
return function(
b,
c,
d){
c=
b.createShader(
c);
b.shaderSource(
c,
d);
b.compileShader(
c);!1===
b.getShaderParameter(
c,
b.COMPILE_STATUS)&&
console.error(
"THREE.WebGLShader: Shader couldn't compile.");
""!==
b.getShaderInfoLog(
c)&&(
console.warn(
"THREE.WebGLShader: gl.getShaderInfoLog()",
b.getShaderInfoLog(
c)),
console.warn(
a(
d)));
return c}}();
596THREE.GeometryUtils={
merge:
function(
a,
b,
c){
console.warn(
"THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.");
var d;
b instanceof THREE.Mesh&&(
b.matrixAutoUpdate&&
b.updateMatrix(),
d=
b.matrix,
b=
b.geometry);
a.merge(
b,
d,
c)},
center:
function(
a){
console.warn(
"THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.");
return a.center()}};
597THREE.ImageUtils={
crossOrigin:
void 0,
loadTexture:
function(
a,
b,
c,
d){
var e=
new THREE.ImageLoader;
e.crossOrigin=this.
crossOrigin;
var f=
new THREE.Texture(
void 0,
b);
e.load(
a,
function(
a){
f.image=
a;
f.needsUpdate=!0;
c&&
c(
f)},
void 0,
function(
a){
d&&
d(
a)});
f.sourceFile=
a;
return f},
loadTextureCube:
function(
a,
b,
c,
d){
var e=
new THREE.ImageLoader;
e.crossOrigin=this.
crossOrigin;
var f=
new THREE.CubeTexture([],
b);
f.flipY=!1;
var g=0;
b=
function(
b){
e.load(
a[
b],
function(
a){
f.images[
b]=
a;
g+=1;6===
g&&(
f.needsUpdate=!0,
c&&
599f.width=
d;
f.height=
e;
var g=
f.getContext(
"2d");
g.drawImage(
a,0,0);
for(
var h=
g.getImageData(0,0,
d,
e).data,
k=
g.createImageData(
d,
e),
l=
k.data,
n=0;
n<
d;
n++)
for(
var q=0;
q<
e;
q++){
var r=0>
q-1?0:
q-1,
t=
q+1>
e-1?
e-1:
q+1,
s=0>
n-1?0:
n-1,
p=
n+1>
d-1?
d-1:
n+1,
v=[],
w=[0,0,
h[4*(
q*
d+
n)]/255*
b];
v.push([-1,0,
h[4*(
q*
d+
s)]/255*
b]);
v.push([-1,-1,
h[4*(
r*
d+
s)]/255*
b]);
v.push([0,-1,
h[4*(
r*
d+
n)]/255*
b]);
v.push([1,-1,
h[4*(
r*
d+
p)]/255*
b]);
v.push([1,0,
h[4*(
q*
d+
p)]/255*
b]);
v.push([1,1,
h[4*(
t*
d+
p)]/255*
b]);
v.push([0,1,
h[4*(
t*
d+
n)]/255*
600b]);
v.push([-1,1,
h[4*(
t*
d+
s)]/255*
b]);
r=[];
s=
v.length;
for(
t=0;
t<
s;
t++){
var p=
v[
t],
u=
v[(
t+1)%
s],
p=[
p[0]-
w[0],
p[1]-
w[1],
p[2]-
w[2]],
u=[
u[0]-
w[0],
u[1]-
w[1],
u[2]-
w[2]];
r.push(
c([
p[1]*
u[2]-
p[2]*
u[1],
p[2]*
u[0]-
p[0]*
u[2],
p[0]*
u[1]-
p[1]*
u[0]]))}
v=[0,0,0];
for(
t=0;
t<
r.length;
t++)
v[0]+=
r[
t][0],
v[1]+=
r[
t][1],
v[2]+=
r[
t][2];
v[0]/=
r.length;
v[1]/=
r.length;
v[2]/=
r.length;
w=4*(
q*
d+
n);
l[
w]=(
v[0]+1)/2*255|0;
l[
w+1]=(
v[1]+1)/2*255|0;
l[
w+2]=255*
v[2]|0;
l[
w+3]=255}
g.putImageData(
k,0,0);
return f},
generateDataTexture:
function(
a,
602THREE.SceneUtils={
createMultiMaterialObject:
function(
a,
b){
for(
var c=
new THREE.Object3D,
d=0,
e=
b.length;
d<
e;
d++)
c.add(
new THREE.Mesh(
a,
b[
d]));
return c},
detach:
function(
a,
b,
c){
a.applyMatrix(
b.matrixWorld);
b.remove(
a);
c.add(
a)},
attach:
function(
a,
b,
c){
var d=
new THREE.Matrix4;
d.getInverse(
c.matrixWorld);
a.applyMatrix(
d);
b.remove(
a);
c.add(
a)}};
603THREE.FontUtils={faces:{},
face:
"helvetiker",
weight:
"normal",
style:
"normal",
size:150,
divisions:10,
getFace:
function(){
try{
return this.faces[this.
face][this.
weight][this.
style]}
catch(a){
throw"The font "+this.
face+
" with "+this.
weight+
" weight and "+this.
style+
" style is missing.";}},
loadFace:
function(
a){
var b=
a.familyName.toLowerCase();this.faces[
b]=this.faces[
b]||{};this.faces[
b][
a.cssFontWeight]=this.faces[
b][
a.cssFontWeight]||{};this.faces[
b][
a.cssFontWeight][
a.cssFontStyle]=
a;
return this.faces[
b][
a.cssFontWeight][
a.cssFontStyle]=
604a},
drawText:
function(
a){
var b=this.
getFace(),c=this.
size/b.resolution,
d=0,
e=
String(
a).split(
""),
f=
e.length,
g=[];
for(
a=0;
a<
f;
a++){
var h=
new THREE.Path,
h=this.
extractGlyphPoints(e[
a],
b,
c,
d,
h),
d=
d+
h.offset;
g.push(
h.path)}
return{
paths:
g,
offset:
d/2}},
extractGlyphPoints:
function(
a,
b,
c,
d,
e){
var f=[],
g,
h,
k,
l,
n,
q,
r,
t,
s,
p,
v,
w=
b.glyphs[
a]||
b.glyphs[
"?"];
if(
w){
if(
w.o)
for(
b=
w._cachedOutline||(
w._cachedOutline=
w.o.split(
" ")),
l=
b.length,
a=0;
a<
l;)
switch(
k=
b[
a++],
k){
case "m":
k=
b[
a++]*
c+
d;
n=
b[
a++]*
c;
e.moveTo(
k,
n);
605break;
case "l":
k=
b[
a++]*
c+
d;
n=
b[
a++]*
c;
e.lineTo(
k,
n);
break;
case "q":
k=
b[
a++]*
c+
d;
n=
b[
a++]*
c;
t=
b[
a++]*
c+
d;
s=
b[
a++]*
c;
e.quadraticCurveTo(
t,
s,
k,
n);
if(
g=
f[
f.length-1])
for(
q=
g.x,
r=
g.y,
g=1,
h=
this.divisions;
g<=
h;
g++){
var u=
g/
h;
THREE.Shape.Utils.b2(
u,
q,
t,
k);
THREE.Shape.Utils.b2(
u,
r,
s,
n)}
break;
case "b":
if(
k=
b[
a++]*
c+
d,
n=
b[
a++]*
c,
t=
b[
a++]*
c+
d,
s=
b[
a++]*
c,
p=
b[
a++]*
c+
d,
v=
b[
a++]*
c,
e.bezierCurveTo(
t,
s,
p,
v,
k,
n),
g=
f[
f.length-1])
for(
q=
g.x,
r=
g.y,
g=1,
h=
this.divisions;
g<=
h;
g++)
u=
g/
h,
THREE.Shape.Utils.b3(
u,
q,
t,
p,
k),
THREE.Shape.Utils.b3(
u,
607THREE.FontUtils.generateShapes=
function(
a,
b){
b=
b||{};
var c=
void 0!==
b.curveSegments?
b.curveSegments:4,
d=
void 0!==
b.font?
b.font:
"helvetiker",
e=
void 0!==
b.weight?
b.weight:
"normal",
f=
void 0!==
b.style?
b.style:
"normal";
THREE.FontUtils.size=
void 0!==
b.size?
b.size:100;
THREE.FontUtils.divisions=
c;
THREE.FontUtils.face=
d;
THREE.FontUtils.weight=
e;
THREE.FontUtils.style=
f;
c=
THREE.FontUtils.drawText(
a).paths;
d=[];
e=0;
for(
f=
c.length;
e<
f;
e++)
Array.prototype.push.apply(
d,
c[
e].toShapes());
return d};
608(
function(
a){
var b=
function(
a){
for(
var b=
a.length,
e=0,
f=
b-1,
g=0;
g<
b;
f=
g++)
e+=
a[
f].
x*
a[
g].
y-
a[
g].
x*
a[
f].
y;
return 0.5*
e};
a.Triangulate=
function(
a,
d){
var e=
a.length;
if(3>
e)
return null;
var f=[],
g=[],
h=[],
k,
l,
n;
if(0<
b(
a))
for(
l=0;
l<
e;
l++)
g[
l]=
l;
else for(
l=0;
l<
e;
l++)
g[
l]=
e-1-
l;
var q=2*
e;
for(
l=
e-1;2<
e;){
if(0>=
q--){
console.log(
"Warning, unable to triangulate polygon!");
break}
k=
l;
e<=
k&&(
k=0);
l=
k+1;
e<=
l&&(
l=0);
n=
l+1;
e<=
n&&(
n=0);
var r;
a:{
var t=
r=
void 0,
s=
void 0,
p=
void 0,
v=
void 0,
w=
void 0,
u=
void 0,
D=
void 0,
A=
609void 0,
t=
a[
g[
k]].x,
s=
a[
g[
k]].y,
p=
a[
g[
l]].x,
v=
a[
g[
l]].y,
w=
a[
g[
n]].x,
u=
a[
g[
n]].y;
if(1
E-10>(
p-
t)*(
u-
s)-(
v-
s)*(
w-
t))
r=!1;
else{
var x=
void 0,
C=
void 0,
I=
void 0,
z=
void 0,
y=
void 0,
K=
void 0,
N=
void 0,
ba=
void 0,
P=
void 0,
O=
void 0,
P=
ba=
N=
A=
D=
void 0,
x=
w-
p,
C=
u-
v,
I=
t-
w,
z=
s-
u,
y=
p-
t,
K=
v-
s;
for(
r=0;
r<
e;
r++)
if(
D=
a[
g[
r]].
x,
A=
a[
g[
r]].
y,!(
D===
t&&
A===
s||
D===
p&&
A===
v||
D===
w&&
A===
u)&&(
N=
D-
t,
ba=
A-
s,
P=
D-
p,
O=
A-
v,
D-=
w,
A-=
u,
P=
x*
O-
C*
P,
N=
y*
ba-
K*
N,
ba=
I*
A-
z*
D,-1
E-10<=
P&&-1
E-10<=
ba&&-1
E-10<=
N)){
r=!1;
break a}
r=!0}}
if(
r){
f.push([
a[
g[
k]],
611THREE.Curve.prototype.getPoints=
function(
a){
a||(
a=5);
var b,
c=[];
for(
b=0;
b<=
a;
b++)
c.push(
this.getPoint(
b/
a));
return c};
THREE.Curve.prototype.getSpacedPoints=
function(
a){
a||(
a=5);
var b,
c=[];
for(
b=0;
b<=
a;
b++)
c.push(
this.getPointAt(
b/
a));
return c};
THREE.Curve.prototype.getLength=
function(){
var a=this.
getLengths();
return a[
a.length-1]};
615THREE.Curve.Utils={
tangentQuadraticBezier:
function(
a,
b,
c,
d){
return 2*(1-
a)*(
c-
b)+2*
a*(
d-
c)},
tangentCubicBezier:
function(
a,
b,
c,
d,
e){
return-3*
b*(1-
a)*(1-
a)+3*
c*(1-
a)*(1-
a)-6*
a*
c*(1-
a)+6*
a*
d*(1-
a)-3*
a*
a*
d+3*
a*
a*
e},
tangentSpline:
function(
a,
b,
c,
d,
e){
return 6*
a*
a-6*
a+(3*
a*
a-4*
a+1)+(-6*
a*
a+6*
a)+(3*
a*
a-2*
a)},
interpolate:
function(
a,
b,
c,
d,
e){
a=0.5*(
c-
a);
d=0.5*(
d-
b);
var f=
e*
e;
return(2*
b-2*
c+
a+
d)*
e*
f+(-3*
b+3*
c-2*
a-
d)*
f+
a*
e+
b}};
619THREE.CurvePath.prototype.getBoundingBox=
function(){
var a=this.
getPoints(),
b,
c,
d,
e,
f,
g;b=
c=
Number.NEGATIVE_INFINITY;
e=
f=
Number.POSITIVE_INFINITY;
var h,
k,
l,
n,
q=
a[0]
instanceof THREE.Vector3;
n=
q?
new THREE.Vector3:
new THREE.Vector2;
k=0;
for(
l=
a.length;
k<
l;
k++)
h=
a[
k],
h.x>
b?
b=
h.x:
h.x<
e&&(
e=
h.x),
h.y>
c?
c=
h.y:
h.y<
f&&(
f=
h.y),
q&&(
h.z>
d?
d=
h.z:
h.z<
g&&(
g=
h.z)),
n.add(
h);
a={
minX:
e,
minY:
f,
maxX:
b,
maxY:
c};
q&&(
a.maxZ=
d,
a.minZ=
g);
return a};
622THREE.CurvePath.prototype.getWrapPoints=
function(
a,
b){
var c=this.
getBoundingBox(),
d,
e,
f,
g,
h,
k;d=0;
for(
e=
a.length;
d<
e;
d++)
f=
a[
d],
g=
f.x,
h=
f.y,
k=
g/
c.maxX,
k=
b.getUtoTmapping(
k,
g),
g=
b.getPoint(
k),
k=
b.getTangent(
k),
k.set(-
k.y,
k.x).multiplyScalar(
h),
f.x=
g.x+
k.x,
f.y=
g.y+
k.y;
return a};
THREE.Gyroscope=
function(){
THREE.Object3D.call(
this)};
THREE.Gyroscope.prototype=
Object.create(
THREE.Object3D.prototype);
623THREE.Gyroscope.prototype.updateMatrixWorld=
function(
a){this.
matrixAutoUpdate&&this.
updateMatrix();
if(this.
matrixWorldNeedsUpdate||a)this.
parent?(this.
matrixWorld.multiplyMatrices(this.
parent.matrixWorld,
this.matrix),this.
matrixWorld.decompose(this.
translationWorld,this.
quaternionWorld,this.
scaleWorld),this.
matrix.decompose(this.
translationObject,this.
quaternionObject,this.
scaleObject),this.
matrixWorld.compose(this.
translationWorld,this.
quaternionObject,this.
scaleWorld)):
this.
matrixWorld.
copy(
this.
matrix),
627THREE.Path.prototype.quadraticCurveTo=
function(
a,
b,
c,
d){
var e=
Array.prototype.slice.call(
arguments),
f=this.
actions[this.
actions.length-1].args,f=
new THREE.QuadraticBezierCurve(
new THREE.Vector2(
f[
f.length-2],
f[
f.length-1]),
new THREE.Vector2(
a,
b),
new THREE.Vector2(
c,
d));this.
curves.push(f);this.
actions.push({
action:
THREE.PathActions.QUADRATIC_CURVE_TO,
args:e})};
628THREE.Path.prototype.bezierCurveTo=
function(
a,
b,
c,
d,
e,
f){
var g=
Array.prototype.slice.call(
arguments),
h=this.
actions[this.
actions.length-1].args,h=
new THREE.CubicBezierCurve(
new THREE.Vector2(
h[
h.length-2],
h[
h.length-1]),
new THREE.Vector2(
a,
b),
new THREE.Vector2(
c,
d),
new THREE.Vector2(
e,
f));this.
curves.push(h);this.
actions.push({
action:
THREE.PathActions.BEZIER_CURVE_TO,
args:g})};
629THREE.Path.prototype.splineThru=
function(
a){
var b=
Array.prototype.slice.call(
arguments),
c=this.
actions[this.
actions.length-1].args,c=[
new THREE.Vector2(
c[
c.length-2],
c[
c.length-1])];
Array.prototype.push.apply(
c,
a);
c=
new THREE.SplineCurve(
c);this.
curves.push(c);this.
actions.push({
action:
THREE.PathActions.CSPLINE_THRU,
args:b})};
THREE.Path.prototype.arc=
function(
a,
b,
c,
d,
e,
f){
var g=this.
actions[this.
actions.length-1].args;this.
absarc(a+
g[
g.length-2],
b+
g[
g.length-1],
c,
d,
e,
f)};
630THREE.Path.prototype.absarc=
function(
a,
b,
c,
d,
e,
f){this.
absellipse(a,
b,
c,
c,
d,
e,
f)};
THREE.Path.prototype.ellipse=
function(
a,
b,
c,
d,
e,
f,
g){
var h=this.
actions[this.
actions.length-1].args;this.
absellipse(a+
h[
h.length-2],
b+
h[
h.length-1],
c,
d,
e,
f,
g)};
THREE.Path.prototype.absellipse=
function(
a,
b,
c,
d,
e,
f,
g){
var h=
Array.prototype.slice.call(
arguments),
k=
new THREE.EllipseCurve(
a,
b,
c,
d,
e,
f,
g);this.
curves.push(k);
k=
k.getPoint(1);
h.push(
k.x);
h.push(
k.y);this.
actions.push({
action:
THREE.PathActions.ELLIPSE,
args:h})};
631THREE.Path.prototype.getSpacedPoints=
function(
a,
b){
a||(
a=40);
for(
var c=[],
d=0;
d<
a;
d++)
c.push(
this.getPoint(
d/
a));
return c};
632THREE.Path.prototype.getPoints=
function(
a,
b){
if(this.
useSpacedPoints)
return console.log(
"tata"),this.
getSpacedPoints(a,
b);
a=
a||12;
var c=[],
d,
e,
f,
g,
h,
k,
l,
n,
q,
r,
t,
s,
p;
d=0;
for(
e=this.
actions.length;d<
e;
d++)
switch(
f=this.
actions[d],
g=
f.action,
f=
f.args,
g){
case THREE.PathActions.MOVE_TO:
c.push(
new THREE.Vector2(
f[0],
f[1]));
break;
case THREE.PathActions.LINE_TO:
c.push(
new THREE.Vector2(
f[0],
f[1]));
break;
case THREE.PathActions.QUADRATIC_CURVE_TO:
h=
f[2];
k=
f[3];
q=
f[0];
r=
f[1];0<
c.length?(
g=
c[
c.length-1],
t=
g.x,
633s=
g.y):(
g=
this.
actions[
d-1].
args,
t=
g[
g.
length-2],
s=
g[
g.
length-1]);
for(
f=1;
f<=
a;
f++)
p=
f/
a,
g=
THREE.Shape.Utils.b2(
p,
t,
q,
h),
p=
THREE.Shape.Utils.b2(
p,
s,
r,
k),
c.push(
new THREE.Vector2(
g,
p));
break;
case THREE.PathActions.BEZIER_CURVE_TO:
h=
f[4];
k=
f[5];
q=
f[0];
r=
f[1];
l=
f[2];
n=
f[3];0<
c.length?(
g=
c[
c.length-1],
t=
g.x,
s=
g.y):(
g=
this.
actions[
d-1].
args,
t=
g[
g.
length-2],
s=
g[
g.
length-1]);
for(
f=1;
f<=
a;
f++)
p=
f/
a,
g=
THREE.Shape.Utils.b3(
p,
t,
q,
l,
h),
p=
THREE.Shape.Utils.b3(
p,
s,
r,
n,
k),
c.push(
new THREE.Vector2(
g,
p));
break;
case THREE.PathActions.CSPLINE_THRU:
g=
634this.
actions[d-1].args;
p=[
new THREE.Vector2(
g[
g.length-2],
g[
g.length-1])];
g=
a*
f[0].length;
p=
p.concat(
f[0]);
p=
new THREE.SplineCurve(
p);
for(
f=1;
f<=
g;
f++)
c.push(
p.getPointAt(
f/
g));
break;
case THREE.PathActions.ARC:
h=
f[0];
k=
f[1];
r=
f[2];
l=
f[3];
g=
f[4];
q=!!
f[5];
t=
g-
l;
s=2*
a;
for(
f=1;
f<=
s;
f++)
p=
f/
s,
q||(
p=1-
p),
p=
l+
p*
t,
g=
h+
r*
Math.cos(
p),
p=
k+
r*
Math.sin(
p),
c.push(
new THREE.Vector2(
g,
p));
break;
case THREE.PathActions.ELLIPSE:
for(
h=
f[0],
k=
f[1],
r=
f[2],
n=
f[3],
l=
f[4],
g=
f[5],
q=!!
f[6],
t=
g-
l,
s=2*
a,
f=1;
f<=
s;
f++)
p=
f/
s,
q||
636THREE.Path.prototype.toShapes=
function(
a,
b){
function c(
a){
for(
var b=[],
c=0,
d=
a.length;
c<
d;
c++){
var e=
a[
c],
f=
new THREE.Shape;
f.actions=
e.actions;
f.curves=
e.curves;
b.push(
f)}
return b}
function d(
a,
b){
for(
var c=
b.length,
d=!1,
e=
c-1,
f=0;
f<
c;
e=
f++){
var g=
b[
e],
h=
b[
f],
k=
h.x-
g.x,
l=
h.y-
g.y;
if(1
E-10<
Math.abs(
l)){
if(0>
l&&(
g=
b[
f],
k=-
k,
h=
b[
e],
l=-
l),!(
a.y<
g.y||
a.y>
h.y))
if(
a.y==
g.y){
if(
a.x==
g.x)
return!0}
else{
e=
l*(
a.x-
g.x)-
k*(
a.y-
g.y);
if(0==
e)
return!0;0>
e||(
d=!
d)}}
else if(
a.y==
g.y&&(
h.x<=
a.x&&
a.x<=
g.x||
g.x<=
a.x&&
a.x<=
637h.x))
return!0}
return d}
var e=
function(
a){
var b,
c,
d,
e,
f=[],
g=
new THREE.Path;
b=0;
for(
c=
a.length;
b<
c;
b++)
d=
a[
b],
e=
d.args,
d=
d.action,
d==
THREE.PathActions.MOVE_TO&&0!=
g.actions.length&&(
f.push(
g),
g=
new THREE.Path),
g[
d].
apply(
g,
e);0!=
g.actions.length&&
f.push(
g);
return f}(this.
actions);
if(0==e.length)
return[];
if(!0===
b)
return c(
e);
var f,
g,
h,
k=[];
if(1==
e.length)
return g=
e[0],
h=
new THREE.Shape,
h.actions=
g.actions,
h.curves=
g.curves,
k.push(
h),
k;
var l=!
THREE.Shape.Utils.isClockWise(
e[0].
getPoints()),
l=
a?!
l:
l;
638h=[];
var n=[],
q=[],
r=0,
t;
n[
r]=
void 0;
q[
r]=[];
var s,
p;
s=0;
for(
p=
e.length;
s<
p;
s++)
g=
e[
s],
t=
g.getPoints(),
f=
THREE.Shape.Utils.isClockWise(
t),(
f=
a?!
f:
f)?(!
l&&
n[
r]&&
r++,
n[
r]={
s:
new THREE.Shape,
p:
t},
n[
r].s.actions=
g.actions,
n[
r].s.curves=
g.curves,
l&&
r++,
q[
r]=[]):
q[
r].push({
h:
g,
p:
t[0]});
if(!
n[0])
return c(
e);
if(1<
n.length){
s=!1;
p=[];
g=0;
for(
e=
n.length;
g<
e;
g++)
h[
g]=[];
g=0;
for(
e=
n.length;
g<
e;
g++)
for(
f=
q[
g],
l=0;
l<
f.length;
l++){
r=
f[
l];
t=!0;
for(
var v=0;
v<
n.length;
v++)
d(
r.p,
n[
v].p)&&(
g!=
v&&
p.push({
froms:
g,
tos:
v,
642THREE.Shape.Utils={
triangulateShape:
function(
a,
b){
function c(
a,
b,
c){
return a.x!=
b.x?
a.x<
b.x?
a.x<=
c.x&&
c.x<=
b.x:
b.x<=
c.x&&
c.x<=
a.x:
a.y<
b.y?
a.y<=
c.y&&
c.y<=
b.y:
b.y<=
c.y&&
c.y<=
a.y}
function d(
a,
b,
d,
e,
f){
var g=
b.x-
a.x,
h=
b.y-
a.y,
k=
e.x-
d.x,
l=
e.y-
d.y,
n=
a.x-
d.x,
q=
a.y-
d.y,
I=
h*
k-
g*
l,
z=
h*
n-
g*
q;
if(1
E-10<
Math.abs(
I)){
if(0<
I){
if(0>
z||
z>
I)
return[];
k=
l*
n-
k*
q;
if(0>
k||
k>
I)
return[]}
else{
if(0<
z||
z<
I)
return[];
k=
l*
n-
k*
q;
if(0<
k||
k<
I)
return[]}
if(0==
k)
return!
f||0!=
z&&
z!=
I?[
a]:[];
if(
k==
I)
return!
f||0!=
z&&
z!=
I?[
b]:[];
if(0==
z)
return[
d];
643if(
z==
I)
return[
e];
f=
k/
I;
return[{
x:
a.x+
f*
g,
y:
a.y+
f*
h}]}
if(0!=
z||
l*
n!=
k*
q)
return[];
h=0==
g&&0==
h;
k=0==
k&&0==
l;
if(
h&&
k)
return a.x!=
d.x||
a.y!=
d.y?[]:[
a];
if(
h)
return c(
d,
e,
a)?[
a]:[];
if(
k)
return c(
a,
b,
d)?[
d]:[];0!=
g?(
a.x<
b.x?(
g=
a,
k=
a.x,
h=
b,
a=
b.x):(
g=
b,
k=
b.
x,
h=
a,
a=
a.
x),
d.
x<
e.
x?(
b=
d,
I=
d.
x,
l=
e,
d=
e.
x):(
b=
e,
I=
e.
x,
l=
d,
d=
d.
x)):(
a.
y<
b.
y?(
g=
a,
k=
a.
y,
h=
b,
a=
b.
y):(
g=
b,
k=
b.
y,
h=
a,
a=
a.
y),
d.
y<
e.
y?(
b=
d,
I=
d.
y,
l=
e,
d=
e.
y):(
b=
e,
I=
e.
y,
l=
d,
d=
d.
y));
return k<=I?a<I?[]:a==I?f?[]:[b]:a<=d?[b,h]:[b,l]:k>d?[]:
k==
d?
f?[]:[
g]:
a<=
d?[
g,
h]:
644[
g,
l]}
function e(
a,
b,
c,
d){
var e=
b.x-
a.x,
f=
b.y-
a.y;
b=
c.x-
a.x;
c=
c.y-
a.y;
var g=
d.x-
a.x;
d=
d.y-
a.y;
a=
e*
c-
f*
b;
e=
e*
d-
f*
g;
return 1
E-10<
Math.abs(
a)?(
b=
g*
c-
d*
b,0<
a?0<=
e&&0<=
b:0<=
e||0<=
b):0<
e}
var f,
g,
h,
k,
l,
n={};
h=
a.concat();
f=0;
for(
g=
b.length;
f<
g;
f++)
Array.prototype.push.apply(
h,
b[
f]);
f=0;
for(
g=
h.length;
f<
g;
f++)
l=
h[
f].
x+
":"+
h[
f].
y,
void 0!==
n[
l]&&
console.log(
"Duplicate point",
l),
n[
l]=
f;
f=
function(
a,
b){
function c(
a,
b){
var d=
h.length-1,
f=
a-1;0>
f&&(
f=
d);
var g=
a+1;
g>
d&&(
g=0);
d=
e(
h[
a],
h[
f],
h[
g],
k[
b]);
if(!
d)
return!1;
645d=
k.length-1;
f=
b-1;0>
f&&(
f=
d);
g=
b+1;
g>
d&&(
g=0);
return(
d=
e(
k[
b],
k[
f],
k[
g],
h[
a]))?!0:!1}
function f(
a,
b){
var c,
e;
for(
c=0;
c<
h.length;
c++)
if(
e=
c+1,
e%=
h.length,
e=
d(
a,
b,
h[
c],
h[
e],!0),0<
e.length)
return!0;
return!1}
function g(
a,
c){
var e,
f,
h,
k;
for(
e=0;
e<
l.length;
e++)
for(
f=
b[
l[
e]],
h=0;
h<
f.length;
h++)
if(
k=
h+1,
k%=
f.length,
k=
d(
a,
c,
f[
h],
f[
k],!0),0<
k.length)
return!0;
return!1}
var h=
a.concat(),
k,
l=[],
n,
q,
C,
I,
z,
y=[],
K,
N,
ba,
P=0;
for(
n=
b.length;
P<
n;
P++)
l.push(
P);
K=0;
for(
var O=2*
l.length;0<
l.length;){
O--;
if(0>
O){
console.log(
"Infinite Loop! Holes left:"+
646l.length+
", Probably Hole outside Shape!");
break}
for(
q=
K;
q<
h.length;
q++){
C=
h[
q];
n=-1;
for(
P=0;
P<
l.length;
P++)
if(
I=
l[
P],
z=
C.x+
":"+
C.y+
":"+
I,
void 0===
y[
z]){
k=
b[
I];
for(
N=0;
N<
k.length;
N++)
if(
I=
k[
N],
c(
q,
N)&&!
f(
C,
I)&&!
g(
C,
I)){
n=
N;
l.splice(
P,1);
K=
h.slice(0,
q+1);
I=
h.slice(
q);
N=
k.slice(
n);
ba=
k.slice(0,
n+1);
h=
K.concat(
N).concat(
ba).concat(
I);
K=
q;
break}
if(0<=
n)
break;
y[
z]=!0}
if(0<=
n)
break}}
return h}(
a,
b);
var q=
THREE.FontUtils.Triangulate(
f,!1);
f=0;
for(
g=
q.length;
f<
g;
f++)
for(
k=
q[
f],
h=0;3>
h;
h++)
l=
k[
h].
x+
":"+
k[
h].
y,
647l=
n[
l],
void 0!==
l&&(
k[
h]=
l);
return q.concat()},
isClockWise:
function(
a){
return 0>
THREE.FontUtils.Triangulate.area(
a)},
b2p0:
function(
a,
b){
var c=1-
a;
return c*
c*
b},
b2p1:
function(
a,
b){
return 2*(1-
a)*
a*
b},
b2p2:
function(
a,
b){
return a*
a*
b},
b2:
function(
a,
b,
c,
d){
return this.
b2p0(a,
b)+this.
b2p1(a,
c)+this.
b2p2(a,
d)},
b3p0:
function(
a,
b){
var c=1-
a;
return c*
c*
c*
b},
b3p1:
function(
a,
b){
var c=1-
a;
return 3*
c*
c*
a*
b},
b3p2:
function(
a,
b){
return 3*(1-
a)*
a*
a*
b},
b3p3:
function(
a,
b){
return a*
a*
a*
b},
b3:
function(
a,
b,
c,
d,
e){
return this.
b3p0(a,
648b)+this.
b3p1(a,
c)+this.
b3p2(a,
d)+this.
b3p3(a,
e)}};
THREE.LineCurve=
function(
a,
b){this.
v1=
a;this.
v2=b};
THREE.LineCurve.prototype=
Object.create(
THREE.Curve.prototype);
THREE.LineCurve.prototype.getPoint=
function(
a){
var b=this.
v2.clone().sub(this.
v1);b.multiplyScalar(
a).add(this.
v1);
return b};
THREE.LineCurve.prototype.getPointAt=
function(
a){
return this.
getPoint(a)};
THREE.LineCurve.prototype.getTangent=
function(
a){
return this.
v2.clone().sub(this.
v1).normalize()};
649THREE.QuadraticBezierCurve=
function(
a,
b,
c){this.
v0=
a;this.
v1=
b;this.
v2=c};
THREE.QuadraticBezierCurve.prototype=
Object.create(
THREE.Curve.prototype);
THREE.QuadraticBezierCurve.prototype.getPoint=
function(
a){
var b;
b=
THREE.Shape.Utils.b2(
a,this.
v0.x,
this.v1.x,
this.v2.x);a=
THREE.Shape.Utils.b2(
a,this.
v0.y,
this.v1.y,
this.v2.y);
return new THREE.Vector2(b,
a)};
650THREE.QuadraticBezierCurve.prototype.getTangent=
function(
a){
var b;
b=
THREE.Curve.Utils.tangentQuadraticBezier(
a,this.
v0.x,
this.v1.x,
this.v2.x);a=
THREE.Curve.Utils.tangentQuadraticBezier(
a,this.
v0.y,
this.v1.y,
this.v2.y);b=
new THREE.Vector2(
b,
a);
b.normalize();
return b};
THREE.CubicBezierCurve=
function(
a,
b,
c,
d){this.
v0=
a;this.
v1=
b;this.
v2=
c;this.
v3=d};
THREE.CubicBezierCurve.prototype=
Object.create(
THREE.Curve.prototype);
651THREE.CubicBezierCurve.prototype.getPoint=
function(
a){
var b;
b=
THREE.Shape.Utils.b3(
a,this.
v0.x,
this.v1.x,
this.v2.x,
this.v3.x);a=
THREE.Shape.Utils.b3(
a,this.
v0.y,
this.v1.y,
this.v2.y,
this.v3.y);
return new THREE.Vector2(b,
a)};
THREE.CubicBezierCurve.prototype.getTangent=
function(
a){
var b;
b=
THREE.Curve.Utils.tangentCubicBezier(
a,this.
v0.x,
this.v1.x,
this.v2.x,
this.v3.x);a=
THREE.Curve.Utils.tangentCubicBezier(
a,this.
v0.y,
this.v1.y,
this.v2.y,
this.v3.y);b=
new THREE.Vector2(
b,
a);
b.normalize();
return b};
652THREE.SplineCurve=
function(
a){this.
points=
void 0==a?[]:
a};
THREE.SplineCurve.prototype=
Object.create(
THREE.Curve.prototype);
THREE.SplineCurve.prototype.getPoint=
function(
a){
var b=
new THREE.Vector2,
c=[],
d=this.
points,
e;e=(
d.length-1)*
a;
a=
Math.floor(
e);
e-=
a;
c[0]=0==
a?
a:
a-1;
c[1]=
a;
c[2]=
a>
d.length-2?
d.length-1:
a+1;
c[3]=
a>
d.length-3?
d.length-1:
a+2;
b.x=
THREE.Curve.Utils.interpolate(
d[
c[0]].
x,
d[
c[1]].
x,
d[
c[2]].
x,
d[
c[3]].
x,
e);
b.y=
THREE.Curve.Utils.interpolate(
d[
c[0]].
y,
d[
c[1]].
y,
d[
c[2]].
y,
d[
c[3]].
y,
e);
return b};
654THREE.EllipseCurve.prototype.getPoint=
function(
a){
var b;
b=this.
aEndAngle-this.
aStartAngle;0>b&&(
b+=2*
Math.PI);
b>2*
Math.PI&&(
b-=2*
Math.PI);
b=!0===this.
aClockwise?this.
aEndAngle+(1-
a)*(2*
Math.PI-b):this.aStartAngle+
a*
b;
a=this.
aX+this.
xRadius*
Math.cos(b);
b=this.
aY+this.
yRadius*
Math.sin(b);
return new THREE.Vector2(
a,
b)};
THREE.ArcCurve=
function(
a,
b,
c,
d,
e,
f){
THREE.EllipseCurve.call(
this,
a,
b,
c,
c,
d,
e,
f)};
THREE.ArcCurve.prototype=
Object.create(
THREE.EllipseCurve.prototype);
655THREE.LineCurve3=
THREE.Curve.create(
function(
a,
b){this.
v1=
a;this.
v2=b},
function(
a){
var b=
new THREE.Vector3;
b.subVectors(this.
v2,this.
v1);b.multiplyScalar(
a);
b.add(this.
v1);
return b});
THREE.QuadraticBezierCurve3=
THREE.Curve.create(
function(
a,
b,
c){this.
v0=
a;this.
v1=
b;this.
v2=c},
function(
a){
var b,
c;
b=
THREE.Shape.Utils.b2(
a,this.
v0.x,
this.v1.x,
this.v2.x);c=
THREE.Shape.Utils.b2(
a,this.
v0.y,
this.v1.y,
this.v2.y);a=
THREE.Shape.Utils.b2(
a,this.
v0.z,
this.v1.z,
this.v2.z);
return new THREE.Vector3(b,
c,
a)});
656THREE.CubicBezierCurve3=
THREE.Curve.create(
function(
a,
b,
c,
d){this.
v0=
a;this.
v1=
b;this.
v2=
c;this.
v3=d},
function(
a){
var b,
c;
b=
THREE.Shape.Utils.b3(
a,this.
v0.x,
this.v1.x,
this.v2.x,
this.v3.x);c=
THREE.Shape.Utils.b3(
a,this.
v0.y,
this.v1.y,
this.v2.y,
this.v3.y);a=
THREE.Shape.Utils.b3(
a,this.
v0.z,
this.v1.z,
this.v2.z,
this.v3.z);
return new THREE.Vector3(b,
c,
a)});
657THREE.SplineCurve3=
THREE.Curve.create(
function(
a){this.
points=
void 0==a?[]:
a},
function(
a){
var b=
new THREE.Vector3,
c=[],
d=this.
points,
e;a*=
d.length-1;
e=
Math.floor(
a);
a-=
e;
c[0]=0==
e?
e:
e-1;
c[1]=
e;
c[2]=
e>
d.length-2?
d.length-1:
e+1;
c[3]=
e>
d.length-3?
d.length-1:
e+2;
e=
d[
c[0]];
var f=
d[
c[1]],
g=
d[
c[2]],
c=
d[
c[3]];
b.x=
THREE.Curve.Utils.interpolate(
e.x,
f.x,
g.x,
c.x,
a);
b.y=
THREE.Curve.Utils.interpolate(
e.y,
f.y,
g.y,
c.y,
a);
b.z=
THREE.Curve.Utils.interpolate(
e.z,
f.z,
g.z,
c.z,
a);
return b});
658THREE.ClosedSplineCurve3=
THREE.Curve.create(
function(
a){this.
points=
void 0==a?[]:
a},
function(
a){
var b=
new THREE.Vector3,
c=[],
d=this.
points,
e;e=(
d.length-0)*
a;
a=
Math.floor(
e);
e-=
a;
a+=0<
a?0:(
Math.floor(
Math.abs(
a)/
d.length)+1)*
d.length;
c[0]=(
a-1)%
d.length;
c[1]=
a%
d.length;
c[2]=(
a+1)%
d.length;
c[3]=(
a+2)%
d.length;
b.x=
THREE.Curve.Utils.interpolate(
d[
c[0]].
x,
d[
c[1]].
x,
d[
c[2]].
x,
d[
c[3]].
x,
e);
b.y=
THREE.Curve.Utils.interpolate(
d[
c[0]].
y,
d[
c[1]].
y,
d[
c[2]].
y,
d[
c[3]].
y,
e);
b.z=
THREE.Curve.Utils.interpolate(
d[
c[0]].
z,
660THREE.AnimationHandler={
LINEAR:0,
CATMULLROM:1,
CATMULLROM_FORWARD:2,
add:
function(){
console.warn(
"THREE.AnimationHandler.add() has been deprecated.")},
get:
function(){
console.warn(
"THREE.AnimationHandler.get() has been deprecated.")},
remove:
function(){
console.warn(
"THREE.AnimationHandler.remove() has been deprecated.")},
animations:[],
init:
function(
a){
if(!0!==
a.initialized){
for(
var b=0;
b<
a.hierarchy.length;
b++){
for(
var c=0;
c<
a.hierarchy[
b].keys.length;
c++)
if(0>
a.hierarchy[
b].keys[
c].time&&(
a.hierarchy[
b].keys[
c].time=
6610),
void 0!==
a.hierarchy[
b].keys[
c].rot&&!(
a.hierarchy[
b].keys[
c].rot
instanceof THREE.Quaternion)){
var d=
a.hierarchy[
b].keys[
c].rot;
a.hierarchy[
b].keys[
c].rot=(
new THREE.Quaternion).
fromArray(
d)}
if(
a.hierarchy[
b].keys.length&&
void 0!==
a.hierarchy[
b].keys[0].morphTargets){
d={};
for(
c=0;
c<
a.hierarchy[
b].keys.length;
c++)
for(
var e=0;
e<
a.hierarchy[
b].keys[
c].morphTargets.length;
e++){
var f=
a.hierarchy[
b].keys[
c].morphTargets[
e];
d[
f]=-1}
a.hierarchy[
b].usedMorphTargets=
d;
for(
c=0;
c<
a.hierarchy[
b].keys.length;
c++){
var g=
662{};
for(
f in d){
for(
e=0;
e<
a.hierarchy[
b].keys[
c].morphTargets.length;
e++)
if(
a.hierarchy[
b].keys[
c].morphTargets[
e]===
f){
g[
f]=
a.hierarchy[
b].keys[
c].morphTargetsInfluences[
e];
break}
e===
a.hierarchy[
b].keys[
c].morphTargets.length&&(
g[
f]=0)}
a.hierarchy[
b].keys[
c].morphTargetsInfluences=
g}}
for(
c=1;
c<
a.hierarchy[
b].keys.length;
c++)
a.hierarchy[
b].keys[
c].time===
a.hierarchy[
b].keys[
c-1].time&&(
a.hierarchy[
b].keys.splice(
c,1),
c--);
for(
c=0;
c<
a.hierarchy[
b].keys.length;
c++)
a.hierarchy[
b].keys[
c].index=
c}
a.initialized=
666THREE.Animation.prototype.reset=
function(){
for(
var a=0,
b=this.
hierarchy.length;a<
b;
a++){
var c=this.
hierarchy[
a];c.matrixAutoUpdate=!0;
void 0===
c.animationCache&&(
c.animationCache={});
void 0===
c.animationCache[this.
data.name]&&(c.animationCache[this.
data.name]={},c.animationCache[this.
data.name].prevKey={
pos:0,
rot:0,
scl:0},c.animationCache[this.
data.name].nextKey={
pos:0,
rot:0,
scl:0},c.animationCache[this.
data.name].originalMatrix=c.matrix);
for(
var c=
c.animationCache[
this.data.name],
d=0;3>
d;
d++){
for(
var e=
668THREE.Animation.prototype.update=
function(){
var a=[],
b=
new THREE.Vector3,
c=
new THREE.Vector3,
d=
new THREE.Quaternion,
e=
function(
a,
b){
var c=[],
d=[],
e,
q,
r,
t,
s,
p;
e=(
a.length-1)*
b;
q=
Math.floor(
e);
e-=
q;
c[0]=0===
q?
q:
q-1;
c[1]=
q;
c[2]=
q>
a.length-2?
q:
q+1;
c[3]=
q>
a.length-3?
q:
q+2;
q=
a[
c[0]];
t=
a[
c[1]];
s=
a[
c[2]];
p=
a[
c[3]];
c=
e*
e;
r=
e*
c;
d[0]=
f(
q[0],
t[0],
s[0],
p[0],
e,
c,
r);
d[1]=
f(
q[1],
t[1],
s[1],
p[1],
e,
c,
r);
d[2]=
f(
q[2],
t[2],
s[2],
p[2],
e,
c,
r);
return d},
f=
function(
a,
b,
c,
d,
e,
f,
r){
a=0.5*(
c-
a);
d=0.5*(
d-
b);
return(2*(
b-
c)+
a+
d)*
670for(t=this.
getNextKeyWith(q,
f,1);
t.time<this.
currentTime&&t.index>
r.index;)
r=
t,
t=this.
getNextKeyWith(q,
f,
t.index+1);
l.prevKey[
q]=
r;
l.nextKey[
q]=
t}
k.matrixAutoUpdate=!0;
k.matrixWorldNeedsUpdate=!0;
var s=(this.
currentTime-r.time)/(
t.time-
r.time),
p=
r[
q],
v=
t[
q];0>
s&&(
s=0);1<
s&&(
s=1);
if(
"pos"===
q)
if(this.
interpolationType===
THREE.AnimationHandler.LINEAR)c.x=
p[0]+(
v[0]-
p[0])*
s,
c.y=
p[1]+(
v[1]-
p[1])*
s,
c.z=
p[2]+(
v[2]-
p[2])*
s,
k instanceof THREE.Bone?(
r=
this.weight/(
this.weight+
k.accumulatedPosWeight),
k.position.lerp(
c,
671r),
k.accumulatedPosWeight+=this.
weight):k.
position.
copy(
c);
else{
if(this.
interpolationType===
THREE.AnimationHandler.CATMULLROM||
this.interpolationType===
THREE.AnimationHandler.CATMULLROM_FORWARD)a[0]=this.
getPrevKeyWith(
"pos",f,
r.index-1).pos,
a[1]=
p,
a[2]=
v,
a[3]=this.
getNextKeyWith(
"pos",f,
t.index+1).pos,
s=0.33*
s+0.33,
t=
e(
a,
s),
r=1,
k instanceof THREE.Bone&&(
r=this.
weight/(this.
weight+k.accumulatedPosWeight),
k.accumulatedPosWeight+=
this.weight),
q=
k.position,
q.x+=(
t[0]-
q.x)*
r,
q.y+=(
t[1]-
q.y)*
r,
q.z+=(
t[2]-
672q.z)*
r,this.
interpolationType===
THREE.AnimationHandler.CATMULLROM_FORWARD&&(s=
e(
a,1.01*
s),
b.set(
s[0],
s[1],
s[2]),
b.sub(
q),
b.y=0,
b.normalize(),
s=
Math.atan2(
b.x,
b.z),
k.rotation.set(0,
s,0))}
else"rot"===
q?(
THREE.Quaternion.slerp(
p,
v,
d,
s),
k instanceof THREE.Bone?0===
k.accumulatedRotWeight?(
k.quaternion.copy(
d),
k.accumulatedRotWeight=this.
weight):(r=
this.
weight/(
this.
weight+
k.
accumulatedRotWeight),
THREE.
Quaternion.
slerp(
k.
quaternion,
d,
k.
quaternion,
r),
k.
accumulatedRotWeight+=
this.
weight):
k.
quaternion.
copy(
d)):
674THREE.Animation.prototype.getNextKeyWith=
function(
a,
b,
c){
var d=this.
data.hierarchy[
b].keys;
for(c=this.
interpolationType===
THREE.AnimationHandler.CATMULLROM||
this.interpolationType===
THREE.AnimationHandler.CATMULLROM_FORWARD?c<
d.length-1?
c:
d.length-1:
c%
d.length;
c<
d.length;
c++)
if(
void 0!==
d[
c][
a])
return d[
c];
return this.
data.hierarchy[
b].keys[0]};
675THREE.Animation.prototype.getPrevKeyWith=
function(
a,
b,
c){
var d=this.
data.hierarchy[
b].keys;
for(c=this.
interpolationType===
THREE.AnimationHandler.CATMULLROM||
this.interpolationType===
THREE.AnimationHandler.CATMULLROM_FORWARD?0<c?
c:0:0<=
c?
c:
c+
d.length;0<=
c;
c--)
if(
void 0!==
d[
c][
a])
return d[
c];
return this.
data.hierarchy[
b].keys[d.length-1]};
677d.matrixWorldNeedsUpdate=!0}}};
678THREE.KeyFrameAnimation.prototype.play=
function(
a){this.
currentTime=
void 0!==a?
a:0;
if(!1===this.
isPlaying){this.
isPlaying=!0;
var b=this.
hierarchy.length,
c,
d;
for(a=0;
a<
b;
a++)
c=this.
hierarchy[a],
d=this.
data.hierarchy[a],
void 0===
d.animationCache&&(
d.animationCache={},
d.animationCache.prevKey=
null,
d.animationCache.nextKey=
null,
d.animationCache.originalMatrix=
c.matrix),
c=this.
data.hierarchy[a].keys,
c.length&&(
d.animationCache.prevKey=
c[0],
d.animationCache.nextKey=
c[1],
this.startTime=
Math.min(
c[0].time,
679this.startTime),this.
endTime=
Math.max(c[
c.length-1].time,
this.endTime));this.
update(0)}this.
isPaused=!1;
THREE.AnimationHandler.play(
this)};
THREE.KeyFrameAnimation.prototype.stop=
function(){this.
isPaused=this.
isPlaying=!1;
THREE.AnimationHandler.stop(
this);
for(
var a=0;
a<this.
data.hierarchy.length;a++){
var b=this.
hierarchy[
a],c=this.
data.hierarchy[
a];
if(
void 0!==c.animationCache){
var d=
c.animationCache.originalMatrix;
d.copy(
b.matrix);
b.matrix=
d;
delete c.animationCache}}};
681f;
d.nextKey=
g}
g.time>=this.currentTime?
f.interpolate(
g,this.currentTime):
f.interpolate(
g,
g.time);this.
data.hierarchy[
a].node.updateMatrix();c.matrixWorldNeedsUpdate=!0}}}};
THREE.KeyFrameAnimation.prototype.getNextKeyWith=
function(
a,
b,
c){
b=this.
data.hierarchy[
b].keys;
for(c%=
b.length;
c<
b.length;
c++)
if(
b[
c].
hasTarget(
a))
return b[
c];
return b[0]};
683THREE.MorphAnimation.prototype={
play:
function(){this.
isPlaying=!0},
pause:
function(){this.
isPlaying=!1},
update:
function(){
var a=0,
b=0;
return function(
c){
if(!1!==this.
isPlaying){this.currentTime+=
c;!0===this.
loop&&this.currentTime>this.duration&&(this.currentTime%=this.
duration);this.currentTime=
Math.min(this.currentTime,this.duration);
c=this.duration/this.
frames;
var d=
Math.floor(this.currentTime/
c);
d!=
b&&(this.
mesh.morphTargetInfluences[
a]=0,this.
mesh.morphTargetInfluences[
b]=1,this.
mesh.morphTargetInfluences[
d]=
6840,a=
b,
b=
d);this.
mesh.morphTargetInfluences[
d]=this.currentTime%
c/
c;this.
mesh.morphTargetInfluences[
a]=1-this.
mesh.morphTargetInfluences[
d]}}}()};
685THREE.BoxGeometry=
function(
a,
b,
c,
d,
e,
f){
function g(a,
b,
c,
d,
e,
f,
g,
p){
var v,
w=
h.widthSegments,
u=
h.heightSegments,
D=
e/2,
A=
f/2,
x=
h.vertices.length;
if(
"x"===
a&&
"y"===
b||
"y"===
a&&
"x"===
b)
v=
"z";
else if(
"x"===
a&&
"z"===
b||
"z"===
a&&
"x"===
b)
v=
"y",
u=
h.depthSegments;
else if(
"z"===
a&&
"y"===
b||
"y"===
a&&
"z"===
b)
v=
"x",
w=
h.depthSegments;
var C=
w+1,
I=
u+1,
z=
e/
w,
y=
f/
u,
K=
new THREE.Vector3;
K[
v]=0<
g?1:-1;
for(
e=0;
e<
I;
e++)
for(
f=0;
f<
C;
f++){
var N=
new THREE.Vector3;
N[
a]=(
f*
z-
D)*
c;
N[
b]=(
e*
y-
A)*
d;
N[
v]=
g;
h.vertices.push(
N)}
for(
e=
6860;
e<
u;
e++)
for(
f=0;
f<
w;
f++)
A=
f+
C*
e,
a=
f+
C*(
e+1),
b=
f+1+
C*(
e+1),
c=
f+1+
C*
e,
d=
new THREE.Vector2(
f/
w,1-
e/
u),
g=
new THREE.Vector2(
f/
w,1-(
e+1)/
u),
v=
new THREE.Vector2((
f+1)/
w,1-(
e+1)/
u),
D=
new THREE.Vector2((
f+1)/
w,1-
e/
u),
A=
new THREE.Face3(
A+
x,
a+
x,
c+
x),
A.normal.copy(
K),
A.vertexNormals.push(
K.clone(),
K.clone(),
K.clone()),
A.materialIndex=
p,
h.faces.push(
A),
h.faceVertexUvs[0].push([
d,
g,
D]),
A=
new THREE.Face3(
a+
x,
b+
x,
c+
x),
A.normal.copy(
K),
A.vertexNormals.push(
K.clone(),
K.clone(),
K.clone()),
A.materialIndex=
p,
h.faces.push(
A),
687h.faceVertexUvs[0].push([
g.clone(),
v,
D.clone()])}
THREE.Geometry.call(
this);this.
parameters={
width:
a,
height:
b,
depth:
c,
widthSegments:
d,
heightSegments:
e,
depthSegments:f};this.
widthSegments=d||1;this.
heightSegments=e||1;this.
depthSegments=f||1;
var h=
this;
d=
a/2;
e=
b/2;
f=
c/2;
g(
"z",
"y",-1,-1,
c,
b,
d,0);
g(
"z",
"y",1,-1,
c,
b,-
d,1);
g(
"x",
"z",1,1,
a,
c,
e,2);
g(
"x",
"z",1,-1,
a,
c,-
e,3);
g(
"x",
"y",1,-1,
a,
b,
f,4);
g(
"x",
"y",-1,-1,
a,
b,-
f,5);this.
mergeVertices()};
THREE.BoxGeometry.prototype=
Object.create(
THREE.Geometry.prototype);
688THREE.CircleGeometry=
function(
a,
b,
c,
d){
THREE.Geometry.call(
this);this.
parameters={
radius:
a,
segments:
b,
thetaStart:
c,
thetaLength:d};
a=
a||50;
b=
void 0!==
b?
Math.max(3,
b):8;
c=
void 0!==
c?
c:0;
d=
void 0!==
d?
d:2*
Math.PI;
var e,
f=[];
e=
new THREE.Vector3;
var g=
new THREE.Vector2(0.5,0.5);this.
vertices.push(e);
f.push(
g);
for(
e=0;
e<=
b;
e++){
var h=
new THREE.Vector3,
k=
c+
e/
b*
d;
h.x=
a*
Math.cos(
k);
h.y=
a*
Math.sin(
k);this.
vertices.push(h);
f.push(
new THREE.Vector2((
h.x/
a+1)/2,(
h.y/
a+1)/2))}
c=
new THREE.Vector3(0,0,1);
for(
e=1;
e<=
689b;
e++)this.faces.push(
new THREE.Face3(
e,
e+1,0,[
c.clone(),
c.clone(),
c.clone()])),this.
faceVertexUvs[0].
push([f[
e].
clone(),
f[
e+1].clone(),
g.clone()]);this.
computeFaceNormals();this.boundingSphere=
new THREE.Sphere(
new THREE.Vector3,
a)};
THREE.CircleGeometry.prototype=
Object.create(
THREE.Geometry.prototype);
THREE.CubeGeometry=
function(
a,
b,
c,
d,
e,
f){
console.warn(
"THEE.CubeGeometry has been renamed to THREE.BoxGeometry.");
return new THREE.BoxGeometry(
a,
b,
c,
d,
e,
f)};
690THREE.CylinderGeometry=
function(
a,
b,
c,
d,
e,
f){
THREE.Geometry.call(
this);this.
parameters={
radiusTop:
a,
radiusBottom:
b,
height:
c,
radialSegments:
d,
heightSegments:
e,
openEnded:f};
a=
void 0!==
a?
a:20;
b=
void 0!==
b?
b:20;
c=
void 0!==
c?
c:100;
d=
d||8;
e=
e||1;
f=
void 0!==
f?
f:!1;
var g=
c/2,
h,
k,
l=[],
n=[];
for(
k=0;
k<=
e;
k++){
var q=[],
r=[],
t=
k/
e,
s=
t*(
b-
a)+
a;
for(
h=0;
h<=
d;
h++){
var p=
h/
d,
v=
new THREE.Vector3;
v.x=
s*
Math.sin(
p*
Math.PI*2);
v.y=-
t*
c+
g;
v.z=
s*
Math.cos(
p*
Math.PI*2);this.
vertices.push(v);
q.push(this.
vertices.length-1);r.push(
new THREE.Vector2(
p,
6911-
t))}
l.push(
q);
n.push(
r)}
c=(
b-
a)/
c;
for(
h=0;
h<
d;
h++)
for(0!==
a?(
q=this.
vertices[l[0][
h]].
clone(),
r=this.
vertices[l[0][
h+1]].clone()):(
q=this.
vertices[l[1][
h]].clone(),
r=this.
vertices[l[1][
h+1]].clone()),
q.setY(
Math.sqrt(
q.x*
q.x+
q.z*
q.z)*
c).
normalize(),
r.setY(
Math.sqrt(
r.x*
r.x+
r.z*
r.z)*
c).
normalize(),
k=0;
k<
e;
k++){
var t=
l[
k][
h],
s=
l[
k+1][
h],
p=
l[
k+1][
h+1],
v=
l[
k][
h+1],
w=
q.clone(),
u=
q.clone(),
D=
r.clone(),
A=
r.clone(),
x=
n[
k][
h].clone(),
C=
n[
k+1][
h].clone(),
I=
n[
k+1][
h+1].clone(),
z=
n[
k][
h+1].clone();this.faces.push(
new THREE.Face3(
t,
692s,
v,[
w,
u,
A]));this.
faceVertexUvs[0].push([x,
C,
z]);this.faces.push(
new THREE.Face3(
s,
p,
v,[
u.clone(),
D,
A.clone()]));this.
faceVertexUvs[0].push([C.clone(),
I,
z.clone()])}
if(!1===
f&&0<
a)
for(this.
vertices.push(
new THREE.Vector3(0,g,0)),
h=0;
h<
d;
h++)
t=
l[0][
h],
s=
l[0][
h+1],
p=this.
vertices.length-1,w=
new THREE.Vector3(0,1,0),
u=
new THREE.Vector3(0,1,0),
D=
new THREE.Vector3(0,1,0),
x=
n[0][
h].clone(),
C=
n[0][
h+1].clone(),
I=
new THREE.Vector2(
C.x,0),this.faces.push(
new THREE.Face3(
t,
s,
p,[
w,
u,
D])),this.
faceVertexUvs[0].
push([x,
693C,
I]);
if(!1===
f&&0<
b)
for(this.
vertices.push(
new THREE.Vector3(0,-g,0)),
h=0;
h<
d;
h++)
t=
l[
k][
h+1],
s=
l[
k][
h],
p=this.
vertices.length-1,w=
new THREE.Vector3(0,-1,0),
u=
new THREE.Vector3(0,-1,0),
D=
new THREE.Vector3(0,-1,0),
x=
n[
k][
h+1].clone(),
C=
n[
k][
h].clone(),
I=
new THREE.Vector2(
C.x,1),this.faces.push(
new THREE.Face3(
t,
s,
p,[
w,
u,
D])),this.
faceVertexUvs[0].
push([x,
C,
I]);this.
computeFaceNormals()};
THREE.CylinderGeometry.prototype=
Object.create(
THREE.Geometry.prototype);
695THREE.ExtrudeGeometry.prototype.addShape=
function(
a,
b){
function c(
a,
b,
c){
b||
console.log(
"die");
return b.clone().multiplyScalar(
c).add(
a)}
function d(
a,
b,
c){
var d=
THREE.Math.sign,
e=1,
e=
a.x-
b.x,
f=
a.y-
b.y,
g=
c.x-
a.x,
h=
c.y-
a.y,
k=
e*
e+
f*
f;
if(1
E-10<
Math.abs(
e*
h-
f*
g)){
var l=
Math.sqrt(
k),
d=
Math.sqrt(
g*
g+
h*
h),
k=
b.x-
f/
l;
b=
b.y+
e/
l;
g=((
c.x-
h/
d-
k)*
h-(
c.y+
g/
d-
b)*
g)/(
e*
h-
f*
g);
c=
k+
e*
g-
a.x;
a=
b+
f*
g-
a.y;
e=
c*
c+
a*
a;
if(2>=
e)
return new THREE.Vector2(
c,
a);
e=
Math.sqrt(
e/2)}
else a=!1,1
E-10<
e?1
E-10<
g&&(
a=!0):-1
E-10>
e?-1
E-10>
g&&
696(
a=!0):
d(
f)==
d(
h)&&(
a=!0),
a?(
c=-
f,
a=
e,
e=
Math.sqrt(
k)):(
c=
e,
a=
f,
e=
Math.sqrt(
k/2));
return new THREE.Vector2(
c/
e,
a/
e)}
function e(
c,
d){
var e,
f;
for(
H=
c.length;0<=--
H;){
e=
H;
f=
H-1;0>
f&&(
f=
c.length-1);
for(
var g=0,
h=
t+2*
n,
g=0;
g<
h;
g++){
var k=
S*
g,
l=
S*(
g+1),
p=
d+
e+
k,
k=
d+
f+
k,
q=
d+
f+
l,
l=
d+
e+
l,
r=
c,
s=
g,
v=
h,
w=
e,
x=
f,
p=
p+
ba,
k=
k+
ba,
q=
q+
ba,
l=
l+
ba;
N.faces.push(
new THREE.Face3(
p,
k,
l,
null,
null,
u));
N.faces.push(
new THREE.Face3(
k,
q,
l,
null,
null,
u));
p=
D.generateSideWallUV(
N,
a,
r,
b,
p,
k,
q,
l,
s,
v,
w,
x);
N.faceVertexUvs[0].push([
p[0],
697p[1],
p[3]]);
N.faceVertexUvs[0].push([
p[1],
p[2],
p[3]])}}}
function f(
a,
b,
c){
N.vertices.push(
new THREE.Vector3(
a,
b,
c))}
function g(
c,
d,
e,
f){
c+=
ba;
d+=
ba;
e+=
ba;
N.faces.push(
new THREE.Face3(
c,
d,
e,
null,
null,
w));
c=
f?
D.generateBottomUV(
N,
a,
b,
c,
d,
e):
D.generateTopUV(
N,
a,
b,
c,
d,
e);
N.faceVertexUvs[0].push(
c)}
var h=
void 0!==
b.amount?
b.amount:100,
k=
void 0!==
b.bevelThickness?
b.bevelThickness:6,
l=
void 0!==
b.bevelSize?
b.bevelSize:
k-2,
n=
void 0!==
b.bevelSegments?
b.bevelSegments:3,
q=
void 0!==
b.bevelEnabled?
b.bevelEnabled:
698!0,
r=
void 0!==
b.curveSegments?
b.curveSegments:12,
t=
void 0!==
b.steps?
b.steps:1,
s=
b.extrudePath,
p,
v=!1,
w=
b.material,
u=
b.extrudeMaterial,
D=
void 0!==
b.UVGenerator?
b.UVGenerator:
THREE.ExtrudeGeometry.WorldUVGenerator,
A,
x,
C,
I;
s&&(
p=
s.getSpacedPoints(
t),
v=!0,
q=!1,
A=
void 0!==
b.frames?
b.frames:
new THREE.TubeGeometry.FrenetFrames(
s,
t,!1),
x=
new THREE.Vector3,
C=
new THREE.Vector3,
I=
new THREE.Vector3);
q||(
l=
k=
n=0);
var z,
y,
K,
N=
this,
ba=this.
vertices.length,s=
a.extractPoints(
r),
r=
s.shape,
P=
s.holes;
if(
s=!
THREE.Shape.Utils.isClockWise(
r)){
r=
699r.reverse();
y=0;
for(
K=
P.length;
y<
K;
y++)
z=
P[
y],
THREE.Shape.Utils.isClockWise(
z)&&(
P[
y]=
z.reverse());
s=!1}
var O=
THREE.Shape.Utils.triangulateShape(
r,
P),
J=
r;
y=0;
for(
K=
P.length;
y<
K;
y++)
z=
P[
y],
r=
r.concat(
z);
var E,
Q,
L,
R,
B,
S=
r.length,
V,
W=
O.length,
s=[],
H=0;
L=
J.length;
E=
L-1;
for(
Q=
H+1;
H<
L;
H++,
E++,
Q++)
E===
L&&(
E=0),
Q===
L&&(
Q=0),
s[
H]=
d(
J[
H],
J[
E],
J[
Q]);
var oa=[],
$,
X=
s.concat();
y=0;
for(
K=
P.length;
y<
K;
y++){
z=
P[
y];
$=[];
H=0;
L=
z.length;
E=
L-1;
for(
Q=
H+1;
H<
L;
H++,
E++,
Q++)
E===
L&&(
E=0),
Q===
L&&(
Q=0),
$[
H]=
d(
z[
H],
z[
E],
z[
Q]);
700oa.push(
$);
X=
X.concat(
$)}
for(
E=0;
E<
n;
E++){
L=
E/
n;
R=
k*(1-
L);
Q=
l*
Math.sin(
L*
Math.PI/2);
H=0;
for(
L=
J.length;
H<
L;
H++)
B=
c(
J[
H],
s[
H],
Q),
f(
B.x,
B.y,-
R);
y=0;
for(
K=
P.length;
y<
K;
y++)
for(
z=
P[
y],
$=
oa[
y],
H=0,
L=
z.length;
H<
L;
H++)
B=
c(
z[
H],
$[
H],
Q),
f(
B.x,
B.y,-
R)}
Q=
l;
for(
H=0;
H<
S;
H++)
B=
q?
c(
r[
H],
X[
H],
Q):
r[
H],
v?(
C.copy(
A.normals[0]).multiplyScalar(
B.x),
x.copy(
A.binormals[0]).multiplyScalar(
B.y),
I.copy(
p[0]).add(
C).add(
x),
f(
I.x,
I.y,
I.z)):
f(
B.x,
B.y,0);
for(
L=1;
L<=
t;
L++)
for(
H=0;
H<
S;
H++)
B=
q?
c(
r[
H],
X[
H],
Q):
r[
H],
v?(
C.copy(
A.normals[
L]).multiplyScalar(
B.x),
701x.copy(
A.binormals[
L]).multiplyScalar(
B.y),
I.copy(
p[
L]).add(
C).add(
x),
f(
I.x,
I.y,
I.z)):
f(
B.x,
B.y,
h/
t*
L);
for(
E=
n-1;0<=
E;
E--){
L=
E/
n;
R=
k*(1-
L);
Q=
l*
Math.sin(
L*
Math.PI/2);
H=0;
for(
L=
J.length;
H<
L;
H++)
B=
c(
J[
H],
s[
H],
Q),
f(
B.x,
B.y,
h+
R);
y=0;
for(
K=
P.length;
y<
K;
y++)
for(
z=
P[
y],
$=
oa[
y],
H=0,
L=
z.length;
H<
L;
H++)
B=
c(
z[
H],
$[
H],
Q),
v?
f(
B.x,
B.y+
p[
t-1].y,
p[
t-1].x+
R):
f(
B.x,
B.y,
h+
R)}(
function(){
if(
q){
var a;
a=0*
S;
for(
H=0;
H<
W;
H++)
V=
O[
H],
g(
V[2]+
a,
V[1]+
a,
V[0]+
a,!0);
a=
t+2*
n;
a*=
S;
for(
H=0;
H<
W;
H++)
V=
O[
H],
g(
V[0]+
a,
V[1]+
a,
V[2]+
a,!1)}
else{
for(
H=
7020;
H<
W;
H++)
V=
O[
H],
g(
V[2],
V[1],
V[0],!0);
for(
H=0;
H<
W;
H++)
V=
O[
H],
g(
V[0]+
S*
t,
V[1]+
S*
t,
V[2]+
S*
t,!1)}})();(
function(){
var a=0;
e(
J,
a);
a+=
J.length;
y=0;
for(
K=
P.length;
y<
K;
y++)
z=
P[
y],
e(
z,
a),
a+=
z.length})()};
703THREE.ExtrudeGeometry.WorldUVGenerator={
generateTopUV:
function(
a,
b,
c,
d,
e,
f){
b=
a.vertices[
e].x;
e=
a.vertices[
e].y;
c=
a.vertices[
f].x;
f=
a.vertices[
f].y;
return[
new THREE.Vector2(
a.vertices[
d].x,
a.vertices[
d].y),
new THREE.Vector2(
b,
e),
new THREE.Vector2(
c,
f)]},
generateBottomUV:
function(
a,
b,
c,
d,
e,
f){
return this.
generateTopUV(a,
b,
c,
d,
e,
f)},
generateSideWallUV:
function(
a,
b,
c,
d,
e,
f,
g,
h,
k,
l,
n,
q){
b=
a.vertices[
e].x;
c=
a.vertices[
e].y;
e=
a.vertices[
e].z;
d=
a.vertices[
f].x;
k=
a.vertices[
f].y;
f=
a.vertices[
f].z;
l=
a.vertices[
g].x;
704n=
a.vertices[
g].y;
g=
a.vertices[
g].z;
q=
a.vertices[
h].x;
var r=
a.vertices[
h].y;
a=
a.vertices[
h].z;
return 0.01>
Math.abs(
c-
k)?[
new THREE.Vector2(
b,1-
e),
new THREE.Vector2(
d,1-
f),
new THREE.Vector2(
l,1-
g),
new THREE.Vector2(
q,1-
a)]:[
new THREE.Vector2(
c,1-
e),
new THREE.Vector2(
k,1-
f),
new THREE.Vector2(
n,1-
g),
new THREE.Vector2(
r,1-
a)]}};
THREE.ExtrudeGeometry.__v1=
new THREE.Vector2;
THREE.ExtrudeGeometry.__v2=
new THREE.Vector2;
THREE.ExtrudeGeometry.__v3=
new THREE.Vector2;
THREE.ExtrudeGeometry.__v4=
new THREE.Vector2;
706THREE.ShapeGeometry.prototype.addShape=
function(
a,
b){
void 0===
b&&(
b={});
var c=
b.material,
d=
void 0===
b.UVGenerator?
THREE.ExtrudeGeometry.WorldUVGenerator:
b.UVGenerator,
e,
f,
g,
h=this.
vertices.length;e=
a.extractPoints(
void 0!==
b.curveSegments?
b.curveSegments:12);
var k=
e.shape,
l=
e.holes;
if(!
THREE.Shape.Utils.isClockWise(
k))
for(
k=
k.reverse(),
e=0,
f=
l.length;
e<
f;
e++)
g=
l[
e],
THREE.Shape.Utils.isClockWise(
g)&&(
l[
e]=
g.reverse());
var n=
THREE.Shape.Utils.triangulateShape(
k,
l);
e=0;
for(
f=
l.length;
e<
f;
e++)
g=
l[
e],
707k=
k.concat(
g);
l=
k.length;
f=
n.length;
for(
e=0;
e<
l;
e++)
g=
k[
e],this.
vertices.push(
new THREE.Vector3(g.x,
g.y,0));
for(
e=0;
e<
f;
e++)
l=
n[
e],
k=
l[0]+
h,
g=
l[1]+
h,
l=
l[2]+
h,this.faces.push(
new THREE.Face3(
k,
g,
l,
null,
null,
c)),this.
faceVertexUvs[0].
push(d.generateBottomUV(
this,
a,
b,
k,
g,
l))};
708THREE.LatheGeometry=
function(
a,
b,
c,
d){
THREE.Geometry.call(
this);
b=
b||12;
c=
c||0;
d=
d||2*
Math.PI;
for(
var e=1/(
a.length-1),
f=1/
b,
g=0,
h=
b;
g<=
h;
g++)
for(
var k=
c+
g*
f*
d,
l=
Math.cos(
k),
n=
Math.sin(
k),
k=0,
q=
a.length;
k<
q;
k++){
var r=
a[
k],
t=
new THREE.Vector3;
t.x=
l*
r.x-
n*
r.y;
t.y=
n*
r.x+
l*
r.y;
t.z=
r.z;this.
vertices.push(t)}
c=
a.length;
g=0;
for(
h=
b;
g<
h;
g++)
for(
k=0,
q=
a.length-1;
k<
q;
k++){
b=
n=
k+
c*
g;
d=
n+
c;
var l=
n+1+
c,
n=
n+1,
r=
g*
f,
t=
k*
e,
s=
r+
f,
p=
t+
e;this.faces.push(
new THREE.Face3(
b,
d,
n));this.
faceVertexUvs[0].push([
new THREE.Vector2(r,
709t),
new THREE.Vector2(
s,
t),
new THREE.Vector2(
r,
p)]);this.faces.push(
new THREE.Face3(
d,
l,
n));this.
faceVertexUvs[0].push([
new THREE.Vector2(s,
t),
new THREE.Vector2(
s,
p),
new THREE.Vector2(
r,
p)])}this.
mergeVertices();this.
computeFaceNormals();this.
computeVertexNormals()};
THREE.LatheGeometry.prototype=
Object.create(
THREE.Geometry.prototype);
710THREE.PlaneGeometry=
function(
a,
b,
c,
d){
THREE.Geometry.call(
this);this.
parameters={
width:
a,
height:
b,
widthSegments:
c,
heightSegments:d};
var e=
a/2,
f=
b/2;
c=
c||1;
d=
d||1;
var g=
c+1,
h=
d+1,
k=
a/
c,
l=
b/
d,
n=
new THREE.Vector3(0,0,1);
for(
a=0;
a<
h;
a++){
var q=
a*
l-
f;
for(
b=0;
b<
g;
b++)this.
vertices.push(
new THREE.Vector3(b*
k-
e,-
q,0))}
for(
a=0;
a<
d;
a++)
for(
b=0;
b<
c;
b++){
var r=
b+
g*
a,
e=
b+
g*(
a+1),
f=
b+1+
g*(
a+1),
h=
b+1+
g*
a,
k=
new THREE.Vector2(
b/
c,1-
a/
d),
l=
new THREE.Vector2(
b/
c,1-(
a+1)/
d),
q=
new THREE.Vector2((
b+1)/
c,1-(
a+1)/
d),
t=
new THREE.Vector2((
b+
7111)/
c,1-
a/
d),
r=
new THREE.Face3(
r,
e,
h);
r.normal.copy(
n);
r.vertexNormals.push(
n.clone(),
n.clone(),
n.clone());this.faces.push(
r);this.
faceVertexUvs[0].push([k,
l,
t]);
r=
new THREE.Face3(
e,
f,
h);
r.normal.copy(
n);
r.vertexNormals.push(
n.clone(),
n.clone(),
n.clone());this.faces.push(
r);this.
faceVertexUvs[0].push([l.clone(),
q,
t.clone()])}};
THREE.PlaneGeometry.prototype=
Object.create(
THREE.Geometry.prototype);
712THREE.RingGeometry=
function(
a,
b,
c,
d,
e,
f){
THREE.Geometry.call(
this);
a=
a||0;
b=
b||50;
e=
void 0!==
e?
e:0;
f=
void 0!==
f?
f:2*
Math.PI;
c=
void 0!==
c?
Math.max(3,
c):8;
d=
void 0!==
d?
Math.max(1,
d):8;
var g,
h=[],
k=
a,
l=(
b-
a)/
d;
for(
a=0;
a<
d+1;
a++){
for(
g=0;
g<
c+1;
g++){
var n=
new THREE.Vector3,
q=
e+
g/
c*
f;
n.x=
k*
Math.cos(
q);
n.y=
k*
Math.sin(
q);this.
vertices.push(n);
h.push(
new THREE.Vector2((
n.x/
b+1)/2,(
n.y/
b+1)/2))}
k+=
l}
b=
new THREE.Vector3(0,0,1);
for(
a=0;
a<
d;
a++)
for(
e=
a*(
c+1),
g=0;
g<
c;
g++)
f=
q=
g+
e,
l=
q+
c+1,
n=
q+
c+2,this.faces.push(
new THREE.Face3(
f,
713l,
n,[
b.clone(),
b.clone(),
b.clone()])),this.
faceVertexUvs[0].push([h[
f].
clone(),
h[
l].clone(),
h[
n].clone()]),
f=
q,
l=
q+
c+2,
n=
q+1,this.faces.push(
new THREE.Face3(
f,
l,
n,[
b.clone(),
b.clone(),
b.clone()])),this.
faceVertexUvs[0].push([h[
f].
clone(),
h[
l].clone(),
h[
n].clone()]);this.
computeFaceNormals();this.boundingSphere=
new THREE.Sphere(
new THREE.Vector3,
k)};
THREE.RingGeometry.prototype=
Object.create(
THREE.Geometry.prototype);
714THREE.SphereGeometry=
function(
a,
b,
c,
d,
e,
f,
g){
THREE.Geometry.call(
this);this.
parameters={
radius:
a,
widthSegments:
b,
heightSegments:
c,
phiStart:
d,
phiLength:
e,
thetaStart:
f,
thetaLength:g};
a=
a||50;
b=
Math.max(3,
Math.floor(
b)||8);
c=
Math.max(2,
Math.floor(
c)||6);
d=
void 0!==
d?
d:0;
e=
void 0!==
e?
e:2*
Math.PI;
f=
void 0!==
f?
f:0;
g=
void 0!==
g?
g:
Math.PI;
var h,
k,
l=[],
n=[];
for(
k=0;
k<=
c;
k++){
var q=[],
r=[];
for(
h=0;
h<=
b;
h++){
var t=
h/
b,
s=
k/
c,
p=
new THREE.Vector3;
p.x=-
a*
Math.cos(
d+
t*
e)*
Math.sin(
f+
s*
g);
p.y=
a*
Math.cos(
f+
s*
g);
p.z=
716v.x)/2,this.faces.push(
new THREE.Face3(
d,
f,
g,[
q,
t,
s])),this.
faceVertexUvs[0].
push([p,
w,
u])):
Math.abs(this.
vertices[f].
y)===
a?(
w.x=(
w.x+
u.x)/2,this.faces.push(
new THREE.Face3(
d,
e,
f,[
q,
r,
t])),this.
faceVertexUvs[0].
push([p,
v,
w])):(this.faces.push(
new THREE.Face3(
d,
e,
g,[
q,
r,
s])),this.
faceVertexUvs[0].push([p,
v,
u]),this.faces.push(
new THREE.Face3(
e,
f,
g,[
r.clone(),
t,
s.clone()])),this.
faceVertexUvs[0].push([v.clone(),
w,
u.clone()]))}this.
computeFaceNormals();this.boundingSphere=
new THREE.Sphere(
new THREE.Vector3,
717a)};
THREE.SphereGeometry.prototype=
Object.create(
THREE.Geometry.prototype);
THREE.TextGeometry=
function(
a,
b){
b=
b||{};
var c=
THREE.FontUtils.generateShapes(
a,
b);
b.amount=
void 0!==
b.height?
b.height:50;
void 0===
b.bevelThickness&&(
b.bevelThickness=10);
void 0===
b.bevelSize&&(
b.bevelSize=8);
void 0===
b.bevelEnabled&&(
b.bevelEnabled=!1);
THREE.ExtrudeGeometry.call(
this,
c,
b)};
THREE.TextGeometry.prototype=
Object.create(
THREE.ExtrudeGeometry.prototype);
718THREE.TorusGeometry=
function(
a,
b,
c,
d,
e){
THREE.Geometry.call(
this);this.
parameters={
radius:
a,
tube:
b,
radialSegments:
c,
tubularSegments:
d,
arc:e};
a=
a||100;
b=
b||40;
c=
c||8;
d=
d||6;
e=
e||2*
Math.PI;
for(
var f=
new THREE.Vector3,
g=[],
h=[],
k=0;
k<=
c;
k++)
for(
var l=0;
l<=
d;
l++){
var n=
l/
d*
e,
q=
k/
c*
Math.PI*2;
f.x=
a*
Math.cos(
n);
f.y=
a*
Math.sin(
n);
var r=
new THREE.Vector3;
r.x=(
a+
b*
Math.cos(
q))*
Math.cos(
n);
r.y=(
a+
b*
Math.cos(
q))*
Math.sin(
n);
r.z=
b*
Math.sin(
q);this.
vertices.push(r);
g.push(
new THREE.Vector2(
l/
d,
k/
c));
h.push(
r.clone().sub(
f).normalize())}
for(
k=
7191;
k<=
c;
k++)
for(
l=1;
l<=
d;
l++)
a=(
d+1)*
k+
l-1,
b=(
d+1)*(
k-1)+
l-1,
e=(
d+1)*(
k-1)+
l,
f=(
d+1)*
k+
l,
n=
new THREE.Face3(
a,
b,
f,[
h[
a].clone(),
h[
b].clone(),
h[
f].clone()]),this.faces.push(
n),this.
faceVertexUvs[0].push([g[
a].
clone(),
g[
b].clone(),
g[
f].clone()]),
n=
new THREE.Face3(
b,
e,
f,[
h[
b].clone(),
h[
e].clone(),
h[
f].clone()]),this.faces.push(
n),this.
faceVertexUvs[0].push([g[
b].
clone(),
g[
e].clone(),
g[
f].clone()]);this.
computeFaceNormals()};
THREE.TorusGeometry.prototype=
Object.create(
THREE.Geometry.prototype);
720THREE.TorusKnotGeometry=
function(
a,
b,
c,
d,
e,
f,
g){
function h(a,
b,
c,
d,
e){
var f=
Math.cos(
a),
g=
Math.sin(
a);
a*=
b/
c;
b=
Math.cos(
a);
f*=
d*(2+
b)*0.5;
g=
d*(2+
b)*
g*0.5;
d=
e*
d*
Math.sin(
a)*0.5;
return new THREE.Vector3(
f,
g,
d)}
THREE.Geometry.call(
this);this.
parameters={
radius:
a,
tube:
b,
radialSegments:
c,
tubularSegments:
d,
p:
e,
q:
f,
heightScale:g};
a=
a||100;
b=
b||40;
c=
c||64;
d=
d||8;
e=
e||2;
f=
f||3;
g=
g||1;
for(
var k=
Array(
c),
l=
new THREE.Vector3,
n=
new THREE.Vector3,
q=
new THREE.Vector3,
r=0;
r<
c;++
r){
k[
r]=
Array(
d);
var t=
r/
c*2*
e*
Math.PI,
721s=
h(
t,
f,
e,
a,
g),
t=
h(
t+0.01,
f,
e,
a,
g);
l.subVectors(
t,
s);
n.addVectors(
t,
s);
q.crossVectors(
l,
n);
n.crossVectors(
q,
l);
q.normalize();
n.normalize();
for(
t=0;
t<
d;++
t){
var p=
t/
d*2*
Math.PI,
v=-
b*
Math.cos(
p),
p=
b*
Math.sin(
p),
w=
new THREE.Vector3;
w.x=
s.x+
v*
n.x+
p*
q.x;
w.y=
s.y+
v*
n.y+
p*
q.y;
w.z=
s.z+
v*
n.z+
p*
q.z;
k[
r][
t]=this.
vertices.push(w)-1}}
for(
r=0;
r<
c;++
r)
for(
t=0;
t<
d;++
t)
e=(
r+1)%
c,
f=(
t+1)%
d,
a=
k[
r][
t],
b=
k[
e][
t],
e=
k[
e][
f],
f=
k[
r][
f],
g=
new THREE.Vector2(
r/
c,
t/
d),
l=
new THREE.Vector2((
r+1)/
c,
t/
d),
n=
new THREE.Vector2((
r+1)/
722c,(
t+1)/
d),
q=
new THREE.Vector2(
r/
c,(
t+1)/
d),this.faces.push(
new THREE.Face3(
a,
b,
f)),this.
faceVertexUvs[0].
push([g,
l,
q]),this.faces.push(
new THREE.Face3(
b,
e,
f)),this.
faceVertexUvs[0].
push([l.clone(),
n,
q.clone()]);this.
computeFaceNormals();this.
computeVertexNormals()};
THREE.TorusKnotGeometry.prototype=
Object.create(
THREE.Geometry.prototype);
723THREE.TubeGeometry=
function(
a,
b,
c,
d,
e){
THREE.Geometry.call(
this);this.
parameters={
path:
a,
segments:
b,
radius:
c,
radialSegments:
d,
closed:e};
b=
b||64;
c=
c||1;
d=
d||8;
e=
e||!1;
var f=[],
g,
h,
k=
b+1,
l,
n,
q,
r,
t=
new THREE.Vector3,
s,
p,
v;
s=
new THREE.TubeGeometry.FrenetFrames(
a,
b,
e);
p=
s.normals;
v=
s.binormals;this.
tangents=s.tangents;this.
normals=
p;this.
binormals=
v;
for(s=0;
s<
k;
s++)
for(
f[
s]=[],
l=
s/(
k-1),
r=
a.getPointAt(
l),
g=
p[
s],
h=
v[
s],
l=0;
l<
d;
l++)
n=
l/
d*2*
Math.PI,
q=-
c*
Math.cos(
n),
n=
c*
Math.sin(
n),
t.copy(
r),
t.x+=
q*
g.x+
n*
724h.x,
t.y+=
q*
g.y+
n*
h.y,
t.z+=
q*
g.z+
n*
h.z,
f[
s][
l]=this.
vertices.push(
new THREE.Vector3(t.x,
t.y,
t.z))-1;
for(
s=0;
s<
b;
s++)
for(
l=0;
l<
d;
l++)
k=
e?(
s+1)%
b:
s+1,
t=(
l+1)%
d,
a=
f[
s][
l],
c=
f[
k][
l],
k=
f[
k][
t],
t=
f[
s][
t],
p=
new THREE.Vector2(
s/
b,
l/
d),
v=
new THREE.Vector2((
s+1)/
b,
l/
d),
g=
new THREE.Vector2((
s+1)/
b,(
l+1)/
d),
h=
new THREE.Vector2(
s/
b,(
l+1)/
d),this.faces.push(
new THREE.Face3(
a,
c,
t)),this.
faceVertexUvs[0].
push([p,
v,
h]),this.faces.push(
new THREE.Face3(
c,
k,
t)),this.
faceVertexUvs[0].
push([v.clone(),
g,
h.clone()]);this.
computeFaceNormals();
726THREE.TubeGeometry.FrenetFrames=
function(
a,
b,
c){
new THREE.Vector3;
var d=
new THREE.Vector3;
new THREE.Vector3;
var e=[],
f=[],
g=[],
h=
new THREE.Vector3,
k=
new THREE.Matrix4;
b+=1;
var l,
n,
q;this.
tangents=
e;this.
normals=
f;this.
binormals=
g;
for(l=0;
l<
b;
l++)
n=
l/(
b-1),
e[
l]=
a.getTangentAt(
n),
e[
l].normalize();
f[0]=
new THREE.Vector3;
g[0]=
new THREE.Vector3;
a=
Number.MAX_VALUE;
l=
Math.abs(
e[0].
x);
n=
Math.abs(
e[0].
y);
q=
Math.abs(
e[0].
z);
l<=
a&&(
a=
l,
d.set(1,0,0));
n<=
a&&(
a=
n,
d.set(0,1,0));
q<=
a&&
d.set(0,0,1);
h.crossVectors(
e[0],
727d).normalize();
f[0].crossVectors(
e[0],
h);
g[0].crossVectors(
e[0],
f[0]);
for(
l=1;
l<
b;
l++)
f[
l]=
f[
l-1].
clone(),
g[
l]=
g[
l-1].clone(),
h.crossVectors(
e[
l-1],
e[
l]),1
E-4<
h.length()&&(
h.normalize(),
d=
Math.acos(
THREE.Math.clamp(
e[
l-1].dot(
e[
l]),-1,1)),
f[
l].applyMatrix4(
k.makeRotationAxis(
h,
d))),
g[
l].crossVectors(
e[
l],
f[
l]);
if(
c)
for(
d=
Math.acos(
THREE.Math.clamp(
f[0].dot(
f[
b-1]),-1,1)),
d/=
b-1,0<
e[0].dot(
h.crossVectors(
f[0],
f[
b-1]))&&(
d=-
d),
l=1;
l<
b;
l++)
f[
l].
applyMatrix4(
k.makeRotationAxis(
e[
l],
d*
l)),
g[
l].
crossVectors(
e[
l],
729THREE.PolyhedronGeometry=
function(
a,
b,
c,
d){
function e(
a){
var b=
a.normalize().clone();
b.index=
k.vertices.push(
b)-1;
var c=
Math.atan2(
a.z,-
a.x)/2/
Math.PI+0.5;
a=
Math.atan2(-
a.y,
Math.sqrt(
a.x*
a.x+
a.z*
a.z))/
Math.PI+0.5;
b.uv=
new THREE.Vector2(
c,1-
a);
return b}
function f(
a,
b,
c){
var d=
new THREE.Face3(
a.index,
b.index,
c.index,[
a.clone(),
b.clone(),
c.clone()]);
k.faces.push(
d);
v.copy(
a).add(
b).add(
c).divideScalar(3);
d=
Math.atan2(
v.z,-
v.x);
k.faceVertexUvs[0].push([
h(
a.uv,
a,
d),
h(
b.uv,
b,
d),
h(
c.uv,
c,
d)])}
function g(
a,
b){
var c=
730Math.pow(2,
b);
Math.pow(4,
b);
for(
var d=
e(
k.vertices[
a.a]),
g=
e(
k.vertices[
a.b]),
h=
e(
k.vertices[
a.c]),
l=[],
n=0;
n<=
c;
n++){
l[
n]=[];
for(
var p=
e(
d.clone().lerp(
h,
n/
c)),
q=
e(
g.clone().lerp(
h,
n/
c)),
r=
c-
n,
s=0;
s<=
r;
s++)
l[
n][
s]=0==
s&&
n==
c?
p:
e(
p.clone().lerp(
q,
s/
r))}
for(
n=0;
n<
c;
n++)
for(
s=0;
s<2*(
c-
n)-1;
s++)
d=
Math.floor(
s/2),0==
s%2?
f(
l[
n][
d+1],
l[
n+1][
d],
l[
n][
d]):
f(
l[
n][
d+1],
l[
n+1][
d+1],
l[
n+1][
d])}
function h(
a,
b,
c){0>
c&&1===
a.x&&(
a=
new THREE.Vector2(
a.x-1,
a.y));0===
b.x&&0===
b.z&&(
a=
new THREE.Vector2(
c/2/
Math.PI+0.5,
731a.y));
return a.clone()}
THREE.Geometry.call(
this);
c=
c||1;
d=
d||0;
for(
var k=
this,
l=0,
n=
a.length;
l<
n;
l+=3)
e(
new THREE.Vector3(
a[
l],
a[
l+1],
a[
l+2]));
a=this.
vertices;
for(
var q=[],
r=
l=0,
n=
b.length;
l<
n;
l+=3,
r++){
var t=
a[
b[
l]],
s=
a[
b[
l+1]],
p=
a[
b[
l+2]];
q[
r]=
new THREE.Face3(
t.index,
s.index,
p.index,[
t.clone(),
s.clone(),
p.clone()])}
for(
var v=
new THREE.Vector3,
l=0,
n=
q.length;
l<
n;
l++)
g(
q[
l],
d);
l=0;
for(
n=this.
faceVertexUvs[0].
length;l<
n;
l++)
b=this.
faceVertexUvs[0][l],
d=
b[0].
x,
a=
b[1].
x,
q=
b[2].
x,
r=
Math.max(
d,
Math.max(
a,
733THREE.IcosahedronGeometry=
function(
a,
b){this.
parameters={
radius:
a,
detail:b};
var c=(1+
Math.sqrt(5))/2;
THREE.PolyhedronGeometry.call(
this,[-1,
c,0,1,
c,0,-1,-
c,0,1,-
c,0,0,-1,
c,0,1,
c,0,-1,-
c,0,1,-
c,
c,0,-1,
c,0,1,-
c,0,-1,-
c,0,1],[0,11,5,0,5,1,0,1,7,0,7,10,0,10,11,1,5,9,5,11,4,11,10,2,10,7,6,7,1,8,3,9,4,3,4,2,3,2,6,3,6,8,3,8,9,4,9,5,2,4,11,6,2,10,8,6,7,9,8,1],
a,
b)};
THREE.IcosahedronGeometry.prototype=
Object.create(
THREE.Geometry.prototype);
734THREE.OctahedronGeometry=
function(
a,
b){this.
parameters={
radius:
a,
detail:b};
THREE.PolyhedronGeometry.call(
this,[1,0,0,-1,0,0,0,1,0,0,-1,0,0,0,1,0,0,-1],[0,2,4,0,4,3,0,3,5,0,5,2,1,2,5,1,5,3,1,3,4,1,4,2],
a,
b)};
THREE.OctahedronGeometry.prototype=
Object.create(
THREE.Geometry.prototype);
THREE.TetrahedronGeometry=
function(
a,
b){
THREE.PolyhedronGeometry.call(
this,[1,1,1,-1,-1,1,-1,1,-1,1,-1,-1],[2,1,0,0,3,2,1,3,0,2,3,1],
a,
b)};
THREE.TetrahedronGeometry.prototype=
Object.create(
THREE.Geometry.prototype);
735THREE.ParametricGeometry=
function(
a,
b,
c){
THREE.Geometry.call(
this);
var d=this.
vertices,e=this.faces,
f=this.
faceVertexUvs[0],
g,
h,
k,
l,n=
b+1;
for(
g=0;
g<=
c;
g++)
for(
l=
g/
c,
h=0;
h<=
b;
h++)
k=
h/
b,
k=
a(
k,
l),
d.push(
k);
var q,
r,
t,
s;
for(
g=0;
g<
c;
g++)
for(
h=0;
h<
b;
h++)
a=
g*
n+
h,
d=
g*
n+
h+1,
l=(
g+1)*
n+
h+1,
k=(
g+1)*
n+
h,
q=
new THREE.Vector2(
h/
b,
g/
c),
r=
new THREE.Vector2((
h+1)/
b,
g/
c),
t=
new THREE.Vector2((
h+1)/
b,(
g+1)/
c),
s=
new THREE.Vector2(
h/
b,(
g+1)/
c),
e.push(
new THREE.Face3(
a,
d,
k)),
f.push([
q,
r,
s]),
e.push(
new THREE.Face3(
d,
l,
k)),
737THREE.AxisHelper=
function(
a){a=
a||1;
var b=
new Float32Array([0,0,0,
a,0,0,0,0,0,0,
a,0,0,0,0,0,0,
a]),
c=
new Float32Array([1,0,0,1,0.6,0,0,1,0,0.6,1,0,0,0,1,0,0.6,1]);
a=
new THREE.BufferGeometry;
a.addAttribute(
"position",
new THREE.BufferAttribute(
b,3));
a.addAttribute(
"color",
new THREE.BufferAttribute(
c,3));
b=
new THREE.LineBasicMaterial({
vertexColors:
THREE.VertexColors});
THREE.Line.call(
this,
a,
b,
THREE.LinePieces)};
THREE.AxisHelper.prototype=
Object.create(
THREE.Line.prototype);
738THREE.ArrowHelper=
function(){
var a=
new THREE.Geometry;
a.vertices.push(
new THREE.Vector3(0,0,0),
new THREE.Vector3(0,1,0));
var b=
new THREE.CylinderGeometry(0,0.5,1,5,1);
b.applyMatrix((
new THREE.Matrix4).makeTranslation(0,-0.5,0));
return function(
c,
d,
e,
f,
g,
h){
THREE.Object3D.call(
this);
void 0===
f&&(
f=16776960);
void 0===
e&&(
e=1);
void 0===
g&&(
g=0.2*
e);
void 0===
h&&(
h=0.2*
g);this.
position.copy(d);this.
line=
new THREE.Line(a,
new THREE.LineBasicMaterial({
color:
f}));this.
line.matrixAutoUpdate=!1;this.
add(this.
line);
739this.
cone=
new THREE.Mesh(b,
new THREE.MeshBasicMaterial({color:f}));this.
cone.matrixAutoUpdate=!1;this.
add(this.
cone);this.
setDirection(c);this.
setLength(e,
g,
h)}}();
THREE.ArrowHelper.prototype=
Object.create(
THREE.Object3D.prototype);
THREE.ArrowHelper.prototype.setDirection=
function(){
var a=
new THREE.Vector3,
b;
return function(
c){0.99999<
c.y?this.
quaternion.set(0,0,0,1):-0.99999>c.y?this.
quaternion.set(1,0,0,0):(a.set(
c.z,0,-
c.x).normalize(),
b=
Math.acos(
c.y),this.
quaternion.setFromAxisAngle(a,
b))}}();
740THREE.ArrowHelper.prototype.setLength=
function(
a,
b,
c){
void 0===
b&&(
b=0.2*
a);
void 0===
c&&(
c=0.2*
b);this.
line.scale.set(1,a,1);this.
line.updateMatrix();this.
cone.scale.set(c,
b,
c);this.
cone.position.y=
a;this.
cone.updateMatrix()};
THREE.ArrowHelper.prototype.setColor=
function(
a){this.
line.material.color.set(a);this.
cone.material.color.set(a)};
742THREE.BoxHelper.prototype.update=
function(
a){
var b=
a.geometry;
null===
b.boundingBox&&
b.computeBoundingBox();
var c=
b.boundingBox.min,
b=
b.boundingBox.max,
d=this.
geometry.attributes.position.array;d[0]=
b.x;
d[1]=
b.y;
d[2]=
b.z;
d[3]=
c.x;
d[4]=
b.y;
d[5]=
b.z;
d[6]=
c.x;
d[7]=
b.y;
d[8]=
b.z;
d[9]=
c.x;
d[10]=
c.y;
d[11]=
b.z;
d[12]=
c.x;
d[13]=
c.y;
d[14]=
b.z;
d[15]=
b.x;
d[16]=
c.y;
d[17]=
b.z;
d[18]=
b.x;
d[19]=
c.y;
d[20]=
b.z;
d[21]=
b.x;
d[22]=
b.y;
d[23]=
b.z;
d[24]=
b.x;
d[25]=
b.y;
d[26]=
c.z;
d[27]=
c.x;
d[28]=
b.y;
d[29]=
c.z;
d[30]=
c.x;
d[31]=
b.y;
745THREE.CameraHelper=
function(
a){
function b(a,
b,
d){
c(
a,
d);
c(
b,
d)}
function c(
a,
b){
d.vertices.push(
new THREE.Vector3);
d.colors.push(
new THREE.Color(
b));
void 0===
f[
a]&&(
f[
a]=[]);
f[
a].push(
d.vertices.length-1)}
var d=
new THREE.Geometry,
e=
new THREE.LineBasicMaterial({
color:16777215,
vertexColors:
THREE.FaceColors}),
f={};
b(
"n1",
"n2",16755200);
b(
"n2",
"n4",16755200);
b(
"n4",
"n3",16755200);
b(
"n3",
"n1",16755200);
b(
"f1",
"f2",16755200);
b(
"f2",
"f4",16755200);
b(
"f4",
"f3",16755200);
b(
"f3",
"f1",16755200);
b(
"n1",
"f1",16755200);
746b(
"n2",
"f2",16755200);
b(
"n3",
"f3",16755200);
b(
"n4",
"f4",16755200);
b(
"p",
"n1",16711680);
b(
"p",
"n2",16711680);
b(
"p",
"n3",16711680);
b(
"p",
"n4",16711680);
b(
"u1",
"u2",43775);
b(
"u2",
"u3",43775);
b(
"u3",
"u1",43775);
b(
"c",
"t",16777215);
b(
"p",
"c",3355443);
b(
"cn1",
"cn2",3355443);
b(
"cn3",
"cn4",3355443);
b(
"cf1",
"cf2",3355443);
b(
"cf3",
"cf4",3355443);
THREE.Line.call(
this,
d,
e,
THREE.LinePieces);this.
camera=
a;this.
matrixWorld=a.matrixWorld;this.
matrixAutoUpdate=!1;this.
pointMap=
f;this.
update()};
748THREE.CameraHelper.prototype.update=
function(){
var a=
new THREE.Vector3,
b=
new THREE.Camera,
c=
new THREE.Projector;
return function(){
function d(
d,
g,
h,
k){
a.set(
g,
h,
k);
c.unprojectVector(
a,
b);
d=
e.pointMap[
d];
if(
void 0!==
d)
for(
g=0,
h=
d.length;
g<
h;
g++)
e.geometry.vertices[
d[
g]].copy(
a)}
var e=
this;
b.projectionMatrix.copy(this.
camera.projectionMatrix);
d(
"c",0,0,-1);
d(
"t",0,0,1);
d(
"n1",-1,-1,-1);
d(
"n2",1,-1,-1);
d(
"n3",-1,1,-1);
d(
"n4",1,1,-1);
d(
"f1",-1,-1,1);
d(
"f2",1,-1,1);
d(
"f3",-1,1,1);
d(
"f4",1,1,1);
d(
"u1",0.7,
7491.1,-1);
d(
"u2",-0.7,1.1,-1);
d(
"u3",0,2,-1);
d(
"cf1",-1,0,1);
d(
"cf2",1,0,1);
d(
"cf3",0,-1,1);
d(
"cf4",0,1,1);
d(
"cn1",-1,0,-1);
d(
"cn2",1,0,-1);
d(
"cn3",0,-1,-1);
d(
"cn4",0,1,-1);this.
geometry.verticesNeedUpdate=!0}}();
750THREE.DirectionalLightHelper=
function(
a,
b){
THREE.Object3D.call(
this);this.
light=
a;this.
light.updateMatrixWorld();this.
matrixWorld=a.matrixWorld;this.
matrixAutoUpdate=!1;b=
b||1;
var c=
new THREE.Geometry;
c.vertices.push(
new THREE.Vector3(-
b,
b,0),
new THREE.Vector3(
b,
b,0),
new THREE.Vector3(
b,-
b,0),
new THREE.Vector3(-
b,-
b,0),
new THREE.Vector3(-
b,
b,0));
var d=
new THREE.LineBasicMaterial({
fog:!1});
d.color.copy(this.
light.color).multiplyScalar(this.
light.intensity);this.
lightPlane=
new THREE.Line(c,
d);this.
add(this.
lightPlane);
753THREE.DirectionalLightHelper.prototype.update=
function(){
var a=
new THREE.Vector3,
b=
new THREE.Vector3,
c=
new THREE.Vector3;
return function(){
a.setFromMatrixPosition(this.
light.matrixWorld);b.setFromMatrixPosition(this.
light.target.matrixWorld);c.subVectors(
b,
a);this.
lightPlane.lookAt(c);this.
lightPlane.material.color.copy(this.
light.color).multiplyScalar(this.
light.intensity);this.
targetLine.geometry.vertices[1].copy(c);this.
targetLine.geometry.verticesNeedUpdate=!0;this.
targetLine.material.color.copy(this.
lightPlane.material.color)}}();
754THREE.EdgesHelper=
function(
a,
b){
var c=
void 0!==
b?
b:16777215,
d=[0,0],
e={},
f=
function(
a,
b){
return a-
b},
g=[
"a",
"b",
"c"],
h=
new THREE.BufferGeometry,
k=
a.geometry.clone();
k.mergeVertices();
k.computeFaceNormals();
for(
var l=
k.vertices,
k=
k.faces,
n=0,
q=0,
r=
k.length;
q<
r;
q++)
for(
var t=
k[
q],
s=0;3>
s;
s++){
d[0]=
t[
g[
s]];
d[1]=
t[
g[(
s+1)%3]];
d.sort(
f);
var p=
d.toString();
void 0===
e[
p]?(
e[
p]={
vert1:
d[0],
vert2:
d[1],
face1:
q,
face2:
void 0},
n++):
e[
p].face2=
q}
h.addAttribute(
"position",
new THREE.Float32Attribute(6*
n,3));
d=
h.attributes.position.array;
755f=0;
for(
p in e)
if(
g=
e[
p],
void 0===
g.face2||0.9999>
k[
g.face1].normal.dot(
k[
g.face2].normal))
n=
l[
g.vert1],
d[
f++]=
n.x,
d[
f++]=
n.y,
d[
f++]=
n.z,
n=
l[
g.vert2],
d[
f++]=
n.x,
d[
f++]=
n.y,
d[
f++]=
n.z;
THREE.Line.call(
this,
h,
new THREE.LineBasicMaterial({color:c}),
THREE.LinePieces);this.
matrixAutoUpdate=!1;this.
matrixWorld=a.matrixWorld};
THREE.EdgesHelper.prototype=
Object.create(
THREE.Line.prototype);
757THREE.FaceNormalsHelper.prototype.update=
function(){
var a=this.
geometry.vertices,b=this.
object,c=
b.geometry.vertices,
d=
b.geometry.faces,
e=
b.matrixWorld;
b.updateMatrixWorld(!0);this.
normalMatrix.getNormalMatrix(e);
for(
var f=
b=0,
g=
d.length;
b<
g;
b++,
f+=2){
var h=
d[
b];
a[
f].copy(
c[
h.a]).add(
c[
h.b]).add(
c[
h.c]).divideScalar(3).applyMatrix4(
e);
a[
f+1].copy(
h.normal).applyMatrix3(this.
normalMatrix).normalize().multiplyScalar(this.
size).add(a[
f])}this.
geometry.verticesNeedUpdate=!0;
return this};
758THREE.GridHelper=
function(
a,
b){
var c=
new THREE.Geometry,
d=
new THREE.LineBasicMaterial({
vertexColors:
THREE.VertexColors});this.
color1=
new THREE.Color(4473924);this.
color2=
new THREE.Color(8947848);
for(
var e=-
a;
e<=
a;
e+=
b){
c.vertices.push(
new THREE.Vector3(-
a,0,
e),
new THREE.Vector3(
a,0,
e),
new THREE.Vector3(
e,0,-
a),
new THREE.Vector3(
e,0,
a));
var f=0===
e?this.
color1:this.
color2;c.colors.push(
f,
f,
f,
f)}
THREE.Line.call(
this,
c,
d,
THREE.LinePieces)};
THREE.GridHelper.prototype=
Object.create(
THREE.Line.prototype);
762THREE.HemisphereLightHelper.prototype.update=
function(){
var a=
new THREE.Vector3;
return function(){this.
colors[0].copy(this.
light.color).multiplyScalar(this.
light.intensity);this.
colors[1].copy(this.
light.groundColor).multiplyScalar(this.
light.intensity);this.
lightSphere.lookAt(a.setFromMatrixPosition(
this.light.matrixWorld).negate());this.
lightSphere.geometry.colorsNeedUpdate=!0}}();
764THREE.PointLightHelper.prototype.update=
function(){this.
material.color.copy(this.
light.color).multiplyScalar(this.
light.intensity)};
765THREE.SkeletonHelper=
function(
a){this.
bones=this.
getBoneList(a);
for(
var b=
new THREE.Geometry,
c=0;
c<this.
bones.length;c++)this.
bones[c].
parent instanceof THREE.Bone&&(
b.vertices.push(
new THREE.Vector3),
b.vertices.push(
new THREE.Vector3),
b.colors.push(
new THREE.Color(0,0,1)),
b.colors.push(
new THREE.Color(0,1,0)));
c=
new THREE.LineBasicMaterial({
vertexColors:
THREE.VertexColors,
depthTest:!1,
depthWrite:!1,
transparent:!0});
THREE.Line.call(
this,
b,
c,
THREE.LinePieces);this.
root=
a;this.
matrixWorld=a.matrixWorld;
767THREE.SkeletonHelper.prototype.update=
function(){
for(
var a=this.
geometry,b=(
new THREE.Matrix4).getInverse(this.
root.matrixWorld),c=
new THREE.Matrix4,
d=0,
e=0;
e<this.
bones.length;e++){
var f=this.
bones[
e];f.parent
instanceof THREE.Bone&&(
c.multiplyMatrices(
b,
f.matrixWorld),
a.vertices[
d].setFromMatrixPosition(
c),
c.multiplyMatrices(
b,
f.parent.matrixWorld),
a.vertices[
d+1].setFromMatrixPosition(
c),
d+=2)}
a.verticesNeedUpdate=!0;
a.computeBoundingSphere()};
769THREE.SpotLightHelper.prototype.dispose=
function(){this.
cone.geometry.dispose();this.
cone.material.dispose()};
THREE.SpotLightHelper.prototype.update=
function(){
var a=
new THREE.Vector3,
b=
new THREE.Vector3;
return function(){
var c=this.
light.distance?this.
light.distance:1
E4,d=
c*
Math.tan(this.
light.angle);this.
cone.scale.set(d,
d,
c);
a.setFromMatrixPosition(this.
light.matrixWorld);b.setFromMatrixPosition(this.
light.target.matrixWorld);this.
cone.lookAt(b.sub(
a));this.
cone.material.color.copy(this.
light.color).multiplyScalar(this.
light.intensity)}}();
770THREE.VertexNormalsHelper=
function(
a,
b,
c,
d){this.
object=
a;this.
size=
void 0!==b?
b:1;
b=
void 0!==
c?
c:16711680;
d=
void 0!==
d?
d:1;
c=
new THREE.Geometry;
a=
a.geometry.faces;
for(
var e=0,
f=
a.length;
e<
f;
e++)
for(
var g=0,
h=
a[
e].
vertexNormals.length;
g<
h;
g++)
c.vertices.push(
new THREE.Vector3,
new THREE.Vector3);
THREE.Line.call(
this,
c,
new THREE.LineBasicMaterial({color:b,linewidth:d}),
THREE.LinePieces);this.
matrixAutoUpdate=!1;this.
normalMatrix=
new THREE.Matrix3;this.
update()};
THREE.VertexNormalsHelper.prototype=
Object.create(
THREE.Line.prototype);
771THREE.VertexNormalsHelper.prototype.update=
function(
a){
var b=
new THREE.Vector3;
return function(
a){
a=[
"a",
"b",
"c",
"d"];this.
object.updateMatrixWorld(!0);this.
normalMatrix.getNormalMatrix(this.
object.
matrixWorld);
for(
var d=this.
geometry.vertices,e=
this.object.geometry.vertices,
f=
this.object.geometry.faces,
g=
this.object.matrixWorld,
h=0,
k=0,
l=
f.length;
k<
l;
k++)
for(
var n=
f[
k],
q=0,
r=
n.vertexNormals.length;
q<
r;
q++){
var t=
n.vertexNormals[
q];
d[
h].copy(
e[
n[
a[
q]]]).applyMatrix4(
g);
b.copy(
t).applyMatrix3(this.
normalMatrix).normalize().multiplyScalar(this.
size);
772b.add(
d[
h]);
h+=1;
d[
h].copy(
b);
h+=1}this.
geometry.verticesNeedUpdate=!0;
return this}}();
773THREE.VertexTangentsHelper=
function(
a,
b,
c,
d){this.
object=
a;this.
size=
void 0!==b?
b:1;
b=
void 0!==
c?
c:255;
d=
void 0!==
d?
d:1;
c=
new THREE.Geometry;
a=
a.geometry.faces;
for(
var e=0,
f=
a.length;
e<
f;
e++)
for(
var g=0,
h=
a[
e].
vertexTangents.length;
g<
h;
g++)
c.vertices.push(
new THREE.Vector3),
c.vertices.push(
new THREE.Vector3);
THREE.Line.call(
this,
c,
new THREE.LineBasicMaterial({color:b,linewidth:d}),
THREE.LinePieces);this.
matrixAutoUpdate=!1;this.
update()};
THREE.VertexTangentsHelper.prototype=
Object.create(
THREE.Line.prototype);
774THREE.VertexTangentsHelper.prototype.update=
function(
a){
var b=
new THREE.Vector3;
return function(
a){
a=[
"a",
"b",
"c",
"d"];this.
object.updateMatrixWorld(!0);
for(
var d=this.
geometry.vertices,e=
this.object.geometry.vertices,
f=
this.object.geometry.faces,
g=
this.object.matrixWorld,
h=0,
k=0,
l=
f.length;
k<
l;
k++)
for(
var n=
f[
k],
q=0,
r=
n.vertexTangents.length;
q<
r;
q++){
var t=
n.vertexTangents[
q];
d[
h].copy(
e[
n[
a[
q]]]).applyMatrix4(
g);
b.copy(
t).transformDirection(
g).multiplyScalar(this.
size);b.add(
d[
h]);
h+=1;
d[
h].copy(
b);
775h+=1}this.
geometry.verticesNeedUpdate=!0;
return this}}();
776THREE.WireframeHelper=
function(
a,
b){
var c=
void 0!==
b?
b:16777215,
d=[0,0],
e={},
f=
function(
a,
b){
return a-
b},
g=[
"a",
"b",
"c"],
h=
new THREE.BufferGeometry;
if(
a.geometry
instanceof THREE.Geometry){
for(
var k=
a.geometry.vertices,
l=
a.geometry.faces,
n=0,
q=
new Uint32Array(6*
l.length),
r=0,
t=
l.length;
r<
t;
r++)
for(
var s=
l[
r],
p=0;3>
p;
p++){
d[0]=
s[
g[
p]];
d[1]=
s[
g[(
p+1)%3]];
d.sort(
f);
var v=
d.toString();
void 0===
e[
v]&&(
q[2*
n]=
d[0],
q[2*
n+1]=
d[1],
e[
v]=!0,
n++)}
d=
new Float32Array(6*
n);
r=0;
for(
t=
n;
r<
t;
r++)
for(
p=0;2>
p;
p++)
n=
777k[
q[2*
r+
p]],
g=6*
r+3*
p,
d[
g+0]=
n.x,
d[
g+1]=
n.y,
d[
g+2]=
n.z;
h.addAttribute(
"position",
new THREE.BufferAttribute(
d,3))}
else if(
a.geometry
instanceof THREE.BufferGeometry){
if(
void 0!==
a.geometry.attributes.index){
for(
var k=
a.geometry.attributes.position.array,
t=
a.geometry.attributes.index.array,
l=
a.geometry.offsets,
n=0,
q=
new Uint32Array(2*
t.length),
s=0,
w=
l.length;
s<
w;++
s)
for(
var p=
l[
s].start,
v=
l[
s].
count,
g=
l[
s].
index,
r=
p,
u=
p+
v;
r<
u;
r+=3)
for(
p=0;3>
p;
p++)
d[0]=
g+
t[
r+
p],
d[1]=
g+
t[
r+(
p+1)%3],
d.sort(
f),
v=
d.toString(),
778void 0===
e[
v]&&(
q[2*
n]=
d[0],
q[2*
n+1]=
d[1],
e[
v]=!0,
n++);
d=
new Float32Array(6*
n);
r=0;
for(
t=
n;
r<
t;
r++)
for(
p=0;2>
p;
p++)
g=6*
r+3*
p,
n=3*
q[2*
r+
p],
d[
g+0]=
k[
n],
d[
g+1]=
k[
n+1],
d[
g+2]=
k[
n+2]}
else for(
k=
a.geometry.attributes.position.array,
n=
k.length/3,
q=
n/3,
d=
new Float32Array(6*
n),
r=0,
t=
q;
r<
t;
r++)
for(
p=0;3>
p;
p++)
g=18*
r+6*
p,
q=9*
r+3*
p,
d[
g+0]=
k[
q],
d[
g+1]=
k[
q+1],
d[
g+2]=
k[
q+2],
n=9*
r+(
p+1)%3*3,
d[
g+3]=
k[
n],
d[
g+4]=
k[
n+1],
d[
g+5]=
k[
n+2];
h.addAttribute(
"position",
new THREE.BufferAttribute(
d,3))}
THREE.Line.call(
this,
h,
new THREE.LineBasicMaterial({color:c}),
780THREE.LensFlare.prototype=
Object.create(
THREE.Object3D.prototype);
THREE.LensFlare.prototype.add=
function(
a,
b,
c,
d,
e,
f){
void 0===
b&&(
b=-1);
void 0===
c&&(
c=0);
void 0===
f&&(
f=1);
void 0===
e&&(
e=
new THREE.Color(16777215));
void 0===
d&&(
d=
THREE.NormalBlending);
c=
Math.min(
c,
Math.max(0,
c));this.
lensFlares.push({
texture:
a,
size:
b,
distance:
c,
x:0,
y:0,
z:0,
scale:1,
rotation:1,
opacity:
f,
color:
e,
blending:d})};
783THREE.MorphBlendMesh.prototype.createAnimation=
function(
a,
b,
c,
d){b={
startFrame:
b,
endFrame:
c,
length:
c-
b+1,
fps:
d,
duration:(
c-
b)/
d,
lastFrame:0,
currentFrame:0,
active:!1,
time:0,
direction:1,
weight:1,
directionBackwards:!1,
mirroredLoop:!1};this.
animationsMap[
a]=
b;this.
animationsList.push(b)};
784THREE.MorphBlendMesh.prototype.autoCreateAnimations=
function(
a){
for(
var b=/([
a-
z]+)
_?(\
d+)/,
c,
d={},
e=this.
geometry,f=0,
g=
e.morphTargets.length;
f<
g;
f++){
var h=
e.morphTargets[
f].name.match(
b);
if(
h&&1<
h.length){
var k=
h[1];
d[
k]||(
d[
k]={start:
Infinity,
end:-
Infinity});
h=
d[
k];
f<
h.start&&(
h.start=
f);
f>
h.end&&(
h.end=
f);
c||(
c=
k)}}
for(
k in d)
h=
d[
k],this.
createAnimation(k,
h.start,
h.end,
a);this.
firstAnimation=c};
785THREE.MorphBlendMesh.prototype.setAnimationDirectionForward=
function(
a){
if(
a=this.
animationsMap[a])
a.direction=1,
a.directionBackwards=!1};
THREE.MorphBlendMesh.prototype.setAnimationDirectionBackward=
function(
a){
if(
a=this.
animationsMap[a])
a.direction=-1,
a.directionBackwards=!0};
THREE.MorphBlendMesh.prototype.setAnimationFPS=
function(
a,
b){
var c=this.
animationsMap[
a];c&&(
c.fps=
b,
c.duration=(
c.end-
c.start)/
c.fps)};
788THREE.MorphBlendMesh.prototype.update=
function(
a){
for(
var b=0,
c=this.
animationsList.length;b<
c;
b++){
var d=this.
animationsList[
b];
if(d.active){
var e=
d.duration/
d.length;
d.time+=
d.direction*
a;
if(
d.mirroredLoop){
if(
d.time>
d.duration||0>
d.time)
d.direction*=-1,
d.time>
d.duration&&(
d.time=
d.duration,
d.directionBackwards=!0),0>
d.time&&(
d.time=0,
d.directionBackwards=!1)}
else d.time%=
d.duration,0>
d.time&&(
d.time+=
d.duration);
var f=
d.startFrame+
THREE.Math.clamp(
Math.floor(
d.time/
e),0,
d.length-1),
g=
d.weight;
790THREE.LensFlarePlugin=
function(){
function a(
a,
b){
var d=
c.createProgram(),
e=
c.createShader(
c.FRAGMENT_SHADER),
f=
c.createShader(
c.VERTEX_SHADER),
g=
"precision "+
b+
" float;\n";
c.shaderSource(
e,
g+
a.fragmentShader);
c.shaderSource(
f,
g+
a.vertexShader);
c.compileShader(
e);
c.compileShader(
f);
c.attachShader(
d,
e);
c.attachShader(
d,
f);
c.linkProgram(
d);
return d}
var b=[],
c,
d,
e,
f,
g,
h,
k,
l,
n,
q,
r,
t,
s;this.
init=
function(
b){c=
b.context;
d=
b;
e=
b.getPrecision();
f=
new Float32Array(16);
g=
new Uint16Array(6);
b=0;
f[
b++]=-1;
f[
b++]=
791-1;
f[
b++]=0;
f[
b++]=0;
f[
b++]=1;
f[
b++]=-1;
f[
b++]=1;
f[
b++]=0;
f[
b++]=1;
f[
b++]=1;
f[
b++]=1;
f[
b++]=1;
f[
b++]=-1;
f[
b++]=1;
f[
b++]=0;
f[
b++]=1;
b=0;
g[
b++]=0;
g[
b++]=1;
g[
b++]=2;
g[
b++]=0;
g[
b++]=2;
g[
b++]=3;
h=
c.createBuffer();
k=
c.createBuffer();
c.bindBuffer(
c.ARRAY_BUFFER,
h);
c.bufferData(
c.ARRAY_BUFFER,
f,
c.STATIC_DRAW);
c.bindBuffer(
c.ELEMENT_ARRAY_BUFFER,
k);
c.bufferData(
c.ELEMENT_ARRAY_BUFFER,
g,
c.STATIC_DRAW);
l=
c.createTexture();
n=
c.createTexture();
c.bindTexture(
c.TEXTURE_2D,
l);
c.texImage2D(
c.TEXTURE_2D,0,
c.RGB,16,
79216,0,
c.RGB,
c.UNSIGNED_BYTE,
null);
c.texParameteri(
c.TEXTURE_2D,
c.TEXTURE_WRAP_S,
c.CLAMP_TO_EDGE);
c.texParameteri(
c.TEXTURE_2D,
c.TEXTURE_WRAP_T,
c.CLAMP_TO_EDGE);
c.texParameteri(
c.TEXTURE_2D,
c.TEXTURE_MAG_FILTER,
c.NEAREST);
c.texParameteri(
c.TEXTURE_2D,
c.TEXTURE_MIN_FILTER,
c.NEAREST);
c.bindTexture(
c.TEXTURE_2D,
n);
c.texImage2D(
c.TEXTURE_2D,0,
c.RGBA,16,16,0,
c.RGBA,
c.UNSIGNED_BYTE,
null);
c.texParameteri(
c.TEXTURE_2D,
c.TEXTURE_WRAP_S,
c.CLAMP_TO_EDGE);
c.texParameteri(
c.TEXTURE_2D,
c.TEXTURE_WRAP_T,
c.CLAMP_TO_EDGE);
793c.texParameteri(
c.TEXTURE_2D,
c.TEXTURE_MAG_FILTER,
c.NEAREST);
c.texParameteri(
c.TEXTURE_2D,
c.TEXTURE_MIN_FILTER,
c.NEAREST);0>=
c.getParameter(
c.MAX_VERTEX_TEXTURE_IMAGE_UNITS)?(
q=!1,
r=
a(
THREE.ShaderFlares.lensFlare,
e)):(
q=!0,
r=
a(
THREE.ShaderFlares.lensFlareVertexTexture,
e));
t={};
s={};
t.vertex=
c.getAttribLocation(
r,
"position");
t.uv=
c.getAttribLocation(
r,
"uv");
s.renderType=
c.getUniformLocation(
r,
"renderType");
s.map=
c.getUniformLocation(
r,
"map");
s.occlusionMap=
c.getUniformLocation(
r,
"occlusionMap");
s.opacity=
794c.getUniformLocation(
r,
"opacity");
s.color=
c.getUniformLocation(
r,
"color");
s.scale=
c.getUniformLocation(
r,
"scale");
s.rotation=
c.getUniformLocation(
r,
"rotation");
s.screenPosition=
c.getUniformLocation(
r,
"screenPosition")};this.
render=
function(
a,
e,
f,
g){b.length=0;
a.traverseVisible(
function(
a){
a instanceof THREE.LensFlare&&
b.push(
a)});
if(0!==
b.length){
a=
new THREE.Vector3;
var D=
g/
f,
A=0.5*
f,
x=0.5*
g,
C=16/
g,
I=
new THREE.Vector2(
C*
D,
C),
z=
new THREE.Vector3(1,1,0),
y=
new THREE.Vector2(1,1),
K=
s,
C=
t;
c.useProgram(
r);
795c.enableVertexAttribArray(
t.vertex);
c.enableVertexAttribArray(
t.uv);
c.uniform1i(
K.occlusionMap,0);
c.uniform1i(
K.map,1);
c.bindBuffer(
c.ARRAY_BUFFER,
h);
c.vertexAttribPointer(
C.vertex,2,
c.FLOAT,!1,16,0);
c.vertexAttribPointer(
C.uv,2,
c.FLOAT,!1,16,8);
c.bindBuffer(
c.ELEMENT_ARRAY_BUFFER,
k);
c.disable(
c.CULL_FACE);
c.depthMask(!1);
for(
var N=0,
ba=
b.length;
N<
ba;
N++){
C=16/
g;
I.set(
C*
D,
C);
var P=
b[
N];
a.set(
P.matrixWorld.elements[12],
P.matrixWorld.elements[13],
P.matrixWorld.elements[14]);
a.applyMatrix4(
e.matrixWorldInverse);
796a.applyProjection(
e.projectionMatrix);
z.copy(
a);
y.x=
z.x*
A+
A;
y.y=
z.y*
x+
x;
if(
q||0<
y.x&&
y.x<
f&&0<
y.y&&
y.y<
g){
c.activeTexture(
c.TEXTURE1);
c.bindTexture(
c.TEXTURE_2D,
l);
c.copyTexImage2D(
c.TEXTURE_2D,0,
c.RGB,
y.x-8,
y.y-8,16,16,0);
c.uniform1i(
K.renderType,0);
c.uniform2f(
K.scale,
I.x,
I.y);
c.uniform3f(
K.screenPosition,
z.x,
z.y,
z.z);
c.disable(
c.BLEND);
c.enable(
c.DEPTH_TEST);
c.drawElements(
c.TRIANGLES,6,
c.UNSIGNED_SHORT,0);
c.activeTexture(
c.TEXTURE0);
c.bindTexture(
c.TEXTURE_2D,
n);
c.copyTexImage2D(
c.TEXTURE_2D,
7970,
c.RGBA,
y.x-8,
y.y-8,16,16,0);
c.uniform1i(
K.renderType,1);
c.disable(
c.DEPTH_TEST);
c.activeTexture(
c.TEXTURE1);
c.bindTexture(
c.TEXTURE_2D,
l);
c.drawElements(
c.TRIANGLES,6,
c.UNSIGNED_SHORT,0);
P.positionScreen.copy(
z);
P.customUpdateCallback?
P.customUpdateCallback(
P):
P.updateLensFlares();
c.uniform1i(
K.renderType,2);
c.enable(
c.BLEND);
for(
var O=0,
J=
P.lensFlares.length;
O<
J;
O++){
var E=
P.lensFlares[
O];0.001<
E.opacity&&0.001<
E.scale&&(
z.x=
E.x,
z.y=
E.y,
z.z=
E.z,
C=
E.size*
E.scale/
g,
I.x=
C*
D,
I.y=
C,
c.uniform3f(
K.screenPosition,
798z.x,
z.y,
z.z),
c.uniform2f(
K.scale,
I.x,
I.y),
c.uniform1f(
K.rotation,
E.rotation),
c.uniform1f(
K.opacity,
E.opacity),
c.uniform3f(
K.color,
E.color.r,
E.color.g,
E.color.b),
d.setBlending(
E.blending,
E.blendEquation,
E.blendSrc,
E.blendDst),
d.setTexture(
E.texture,1),
c.drawElements(
c.TRIANGLES,6,
c.UNSIGNED_SHORT,0))}}}
c.enable(
c.CULL_FACE);
c.enable(
c.DEPTH_TEST);
c.depthMask(!0)}}};
799THREE.ShadowMapPlugin=
function(){
function a(
b,
c,
d){
if(
c.visible){
var e=
b.__webglObjects[
c.id];
if(
e&&
c.castShadow&&(!1===
c.frustumCulled||!0===
h.intersectsObject(
c)))
for(
var f=0,
g=
e.length;
f<
g;
f++){
var k=
e[
f];
c._modelViewMatrix.multiplyMatrices(
d.matrixWorldInverse,
c.matrixWorld);
r.push(
k)}
f=0;
for(
g=
c.children.length;
f<
g;
f++)
a(
b,
c.children[
f],
d)}}
var b,
c,
d,
e,
f,
g,
h=
new THREE.Frustum,
k=
new THREE.Matrix4,
l=
new THREE.Vector3,
n=
new THREE.Vector3,
q=
new THREE.Vector3,
r=[];this.
init=
function(
a){b=
a.context;
800c=
a;
a=
THREE.ShaderLib.depthRGBA;
var h=
THREE.UniformsUtils.clone(
a.uniforms);
d=
new THREE.ShaderMaterial({
fragmentShader:
a.fragmentShader,
vertexShader:
a.vertexShader,
uniforms:
h});
e=
new THREE.ShaderMaterial({
fragmentShader:
a.fragmentShader,
vertexShader:
a.vertexShader,
uniforms:
h,
morphTargets:!0});
f=
new THREE.ShaderMaterial({
fragmentShader:
a.fragmentShader,
vertexShader:
a.vertexShader,
uniforms:
h,
skinning:!0});
g=
new THREE.ShaderMaterial({
fragmentShader:
a.fragmentShader,
vertexShader:
a.vertexShader,
uniforms:
h,
801morphTargets:!0,
skinning:!0});
d._shadowPass=!0;
e._shadowPass=!0;
f._shadowPass=!0;
g._shadowPass=!0};this.
render=
function(
a,
b){c.shadowMapEnabled&&
c.shadowMapAutoUpdate&&this.
update(a,
b)};this.
update=
function(
t,
s){
var p,
v,
w,
u,
D,
A,
x,
C,I=[];
u=0;
b.clearColor(1,1,1,1);
b.disable(
b.BLEND);
b.enable(
b.CULL_FACE);
b.frontFace(
b.CCW);
c.shadowMapCullFace===
THREE.CullFaceFront?
b.cullFace(
b.FRONT):
b.cullFace(
b.BACK);
c.setDepthTest(!0);
p=0;
for(
v=
t.__lights.length;
p<
v;
p++)
if(
w=
t.__lights[
p],
w.castShadow)
if(
w instanceof
802THREE.DirectionalLight&&
w.shadowCascade)
for(
D=0;
D<
w.shadowCascadeCount;
D++){
var z;
if(
w.shadowCascadeArray[
D])
z=
w.shadowCascadeArray[
D];
else{
x=
w;
var y=
D;
z=
new THREE.DirectionalLight;
z.isVirtual=!0;
z.onlyShadow=!0;
z.castShadow=!0;
z.shadowCameraNear=
x.shadowCameraNear;
z.shadowCameraFar=
x.shadowCameraFar;
z.shadowCameraLeft=
x.shadowCameraLeft;
z.shadowCameraRight=
x.shadowCameraRight;
z.shadowCameraBottom=
x.shadowCameraBottom;
z.shadowCameraTop=
x.shadowCameraTop;
z.shadowCameraVisible=
x.shadowCameraVisible;
803z.shadowDarkness=
x.shadowDarkness;
z.shadowBias=
x.shadowCascadeBias[
y];
z.shadowMapWidth=
x.shadowCascadeWidth[
y];
z.shadowMapHeight=
x.shadowCascadeHeight[
y];
z.pointsWorld=[];
z.pointsFrustum=[];
C=
z.pointsWorld;
A=
z.pointsFrustum;
for(
var K=0;8>
K;
K++)
C[
K]=
new THREE.Vector3,
A[
K]=
new THREE.Vector3;
C=
x.shadowCascadeNearZ[
y];
x=
x.shadowCascadeFarZ[
y];
A[0].set(-1,-1,
C);
A[1].set(1,-1,
C);
A[2].set(-1,1,
C);
A[3].set(1,1,
C);
A[4].set(-1,-1,
x);
A[5].set(1,-1,
x);
A[6].set(-1,1,
x);
A[7].set(1,1,
x);
z.originalCamera=
s;
A=
new THREE.Gyroscope;
804A.position.copy(
w.shadowCascadeOffset);
A.add(
z);
A.add(
z.target);
s.add(
A);
w.shadowCascadeArray[
D]=
z;
console.log(
"Created virtualLight",
z)}
y=
w;
C=
D;
x=
y.shadowCascadeArray[
C];
x.position.copy(
y.position);
x.target.position.copy(
y.target.position);
x.lookAt(
x.target);
x.shadowCameraVisible=
y.shadowCameraVisible;
x.shadowDarkness=
y.shadowDarkness;
x.shadowBias=
y.shadowCascadeBias[
C];
A=
y.shadowCascadeNearZ[
C];
y=
y.shadowCascadeFarZ[
C];
x=
x.pointsFrustum;
x[0].z=
A;
x[1].z=
A;
x[2].z=
A;
x[3].z=
A;
x[4].z=
y;
x[5].z=
y;
x[6].z=
805y;
x[7].z=
y;
I[
u]=
z;
u++}
else I[
u]=
w,
u++;
p=0;
for(
v=
I.length;
p<
v;
p++){
w=
I[
p];
w.shadowMap||(
D=
THREE.LinearFilter,
c.shadowMapType===
THREE.PCFSoftShadowMap&&(
D=
THREE.NearestFilter),
w.shadowMap=
new THREE.WebGLRenderTarget(
w.shadowMapWidth,
w.shadowMapHeight,{
minFilter:
D,
magFilter:
D,format:
THREE.RGBAFormat}),
w.shadowMapSize=
new THREE.Vector2(
w.shadowMapWidth,
w.shadowMapHeight),
w.shadowMatrix=
new THREE.Matrix4);
if(!
w.shadowCamera){
if(
w instanceof THREE.SpotLight)
w.shadowCamera=
new THREE.PerspectiveCamera(
w.shadowCameraFov,
806w.shadowMapWidth/
w.shadowMapHeight,
w.shadowCameraNear,
w.shadowCameraFar);
else if(
w instanceof THREE.DirectionalLight)
w.shadowCamera=
new THREE.OrthographicCamera(
w.shadowCameraLeft,
w.shadowCameraRight,
w.shadowCameraTop,
w.shadowCameraBottom,
w.shadowCameraNear,
w.shadowCameraFar);
else{
console.error(
"Unsupported light type for shadow");
continue}
t.add(
w.shadowCamera);!0===
t.autoUpdate&&
t.updateMatrixWorld()}
w.shadowCameraVisible&&!
w.cameraHelper&&(
w.cameraHelper=
new THREE.CameraHelper(
w.shadowCamera),
w.shadowCamera.add(
w.cameraHelper));
807if(
w.isVirtual&&
z.originalCamera==
s){
D=
s;
u=
w.shadowCamera;
A=
w.pointsFrustum;
x=
w.pointsWorld;
l.set(
Infinity,
Infinity,
Infinity);
n.set(-
Infinity,-
Infinity,-
Infinity);
for(
y=0;8>
y;
y++)
C=
x[
y],
C.copy(
A[
y]),
THREE.ShadowMapPlugin.__projector.unprojectVector(
C,
D),
C.applyMatrix4(
u.matrixWorldInverse),
C.x<
l.x&&(
l.x=
C.x),
C.x>
n.x&&(
n.x=
C.x),
C.y<
l.y&&(
l.y=
C.y),
C.y>
n.y&&(
n.y=
C.y),
C.z<
l.z&&(
l.z=
C.z),
C.z>
n.z&&(
n.z=
C.z);
u.left=
l.x;
u.right=
n.x;
u.top=
n.y;
u.bottom=
l.y;
u.updateProjectionMatrix()}
u=
w.shadowMap;
A=
w.shadowMatrix;
808D=
w.shadowCamera;
D.position.setFromMatrixPosition(
w.matrixWorld);
q.setFromMatrixPosition(
w.target.matrixWorld);
D.lookAt(
q);
D.updateMatrixWorld();
D.matrixWorldInverse.getInverse(
D.matrixWorld);
w.cameraHelper&&(
w.cameraHelper.visible=
w.shadowCameraVisible);
w.shadowCameraVisible&&
w.cameraHelper.update();
A.set(0.5,0,0,0.5,0,0.5,0,0.5,0,0,0.5,0.5,0,0,0,1);
A.multiply(
D.projectionMatrix);
A.multiply(
D.matrixWorldInverse);
k.multiplyMatrices(
D.projectionMatrix,
D.matrixWorldInverse);
h.setFromMatrix(
k);
c.setRenderTarget(
u);
809c.clear();
r.length=0;
a(
t,
t,
D);
w=0;
for(
u=
r.length;
w<
u;
w++)
x=
r[
w],
A=
x.object,
x=
x.buffer,
y=
A.material
instanceof THREE.MeshFaceMaterial?
A.material.materials[0]:
A.material,
C=
void 0!==
A.geometry.morphTargets&&0<
A.geometry.morphTargets.length&&
y.morphTargets,
K=
A instanceof THREE.SkinnedMesh&&
y.skinning,
C=
A.customDepthMaterial?
A.customDepthMaterial:
K?
C?
g:
f:
C?
e:
d,
c.setMaterialFaces(
y),
x instanceof THREE.BufferGeometry?
c.renderBufferDirect(
D,
t.__lights,
null,
C,
x,
A):
c.renderBuffer(
D,
t.__lights,
null,
C,
x,
A);
y=
810t.__webglObjectsImmediate;
w=0;
for(
u=
y.length;
w<
u;
w++)
x=
y[
w],
A=
x.object,
A.visible&&
A.castShadow&&(
A._modelViewMatrix.multiplyMatrices(
D.matrixWorldInverse,
A.matrixWorld),
c.renderImmediateObject(
D,
t.__lights,
null,
d,
A))}
p=
c.getClearColor();
v=
c.getClearAlpha();
b.clearColor(
p.r,
p.g,
p.b,
v);
b.enable(
b.BLEND);
c.shadowMapCullFace===
THREE.CullFaceFront&&
b.cullFace(
b.BACK)}};
THREE.ShadowMapPlugin.__projector=
new THREE.Projector;
811THREE.SpritePlugin=
function(){
var a,
b,
c,
d,
e,
f,
g,
h,
k,
l,
n,
q,
r,
t,
s,
p,
v;
function w(
a,
b){
return a.z!==
b.z?
b.z-
a.z:
b.id-
a.id}
var u,
D,
A,
x=[],
C,
I,
z,
y,
K;this.
init=
function(
w){u=
w.context;
D=
w;
C=
new Float32Array([-0.5,-0.5,0,0,0.5,-0.5,1,0,0.5,0.5,1,1,-0.5,0.5,0,1]);
I=
new Uint16Array([0,1,2,0,2,3]);
z=
u.createBuffer();
y=
u.createBuffer();
u.bindBuffer(
u.ARRAY_BUFFER,
z);
u.bufferData(
u.ARRAY_BUFFER,
C,
u.STATIC_DRAW);
u.bindBuffer(
u.ELEMENT_ARRAY_BUFFER,
y);
u.bufferData(
u.ELEMENT_ARRAY_BUFFER,
I,
u.STATIC_DRAW);
w=
u.createProgram();
812var x=
u.createShader(
u.VERTEX_SHADER),
P=
u.createShader(
u.FRAGMENT_SHADER);
u.shaderSource(
x,[
"precision "+
D.getPrecision()+
" float;",
"uniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nuniform float rotation;\nuniform vec2 scale;\nuniform vec2 uvOffset;\nuniform vec2 uvScale;\nattribute vec2 position;\nattribute vec2 uv;\nvarying vec2 vUV;\nvoid main() {\nvUV = uvOffset + uv * uvScale;\nvec2 alignedPosition = position * scale;\nvec2 rotatedPosition;\nrotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\nrotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\nvec4 finalPosition;\nfinalPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\nfinalPosition.xy += rotatedPosition;\nfinalPosition = projectionMatrix * finalPosition;\ngl_Position = finalPosition;\n}"].join(
"\n"));
813u.shaderSource(
P,[
"precision "+
D.getPrecision()+
" float;",
"uniform vec3 color;\nuniform sampler2D map;\nuniform float opacity;\nuniform int fogType;\nuniform vec3 fogColor;\nuniform float fogDensity;\nuniform float fogNear;\nuniform float fogFar;\nuniform float alphaTest;\nvarying vec2 vUV;\nvoid main() {\nvec4 texture = texture2D( map, vUV );\nif ( texture.a < alphaTest ) discard;\ngl_FragColor = vec4( color * texture.xyz, texture.a * opacity );\nif ( fogType > 0 ) {\nfloat depth = gl_FragCoord.z / gl_FragCoord.w;\nfloat fogFactor = 0.0;\nif ( fogType == 1 ) {\nfogFactor = smoothstep( fogNear, fogFar, depth );\n} else {\nconst float LOG2 = 1.442695;\nfloat fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );\nfogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );\n}\ngl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );\n}\n}"].join(
"\n"));
814u.compileShader(
x);
u.compileShader(
P);
u.attachShader(
w,
x);
u.attachShader(
w,
P);
u.linkProgram(
w);
K=
w;
p=
u.getAttribLocation(
K,
"position");
v=
u.getAttribLocation(
K,
"uv");
a=
u.getUniformLocation(
K,
"uvOffset");
b=
u.getUniformLocation(
K,
"uvScale");
c=
u.getUniformLocation(
K,
"rotation");
d=
u.getUniformLocation(
K,
"scale");
e=
u.getUniformLocation(
K,
"color");
f=
u.getUniformLocation(
K,
"map");
g=
u.getUniformLocation(
K,
"opacity");
h=
u.getUniformLocation(
K,
"modelViewMatrix");
k=
u.getUniformLocation(
K,
"projectionMatrix");
l=
815u.getUniformLocation(
K,
"fogType");
n=
u.getUniformLocation(
K,
"fogDensity");
q=
u.getUniformLocation(
K,
"fogNear");
r=
u.getUniformLocation(
K,
"fogFar");
t=
u.getUniformLocation(
K,
"fogColor");
s=
u.getUniformLocation(
K,
"alphaTest");
w=
document.createElement(
"canvas");
w.width=8;
w.height=8;
x=
w.getContext(
"2d");
x.fillStyle=
"white";
x.fillRect(0,0,8,8);
A=
new THREE.Texture(
w);
A.needsUpdate=!0};this.
render=
function(
C,
I,
P,
O){x.length=0;
C.traverseVisible(
function(
a){
a instanceof THREE.Sprite&&
x.push(
a)});
if(0!==
x.length){
u.useProgram(
K);
816u.enableVertexAttribArray(
p);
u.enableVertexAttribArray(
v);
u.disable(
u.CULL_FACE);
u.enable(
u.BLEND);
u.bindBuffer(
u.ARRAY_BUFFER,
z);
u.vertexAttribPointer(
p,2,
u.FLOAT,!1,16,0);
u.vertexAttribPointer(
v,2,
u.FLOAT,!1,16,8);
u.bindBuffer(
u.ELEMENT_ARRAY_BUFFER,
y);
u.uniformMatrix4fv(
k,!1,
I.projectionMatrix.elements);
u.activeTexture(
u.TEXTURE0);
u.uniform1i(
f,0);
O=
P=0;
var J=
C.fog;
J?(
u.uniform3f(
t,
J.color.r,
J.color.g,
J.color.b),
J instanceof THREE.Fog?(
u.uniform1f(
q,
J.near),
u.uniform1f(
r,
J.far),
u.uniform1i(
l,1),
817O=
P=1):
J instanceof THREE.FogExp2&&(
u.uniform1f(
n,
J.density),
u.uniform1i(
l,2),
O=
P=2)):(
u.uniform1i(
l,0),
O=
P=0);
for(
var J=0,
E=
x.length;
J<
E;
J++){
var Q=
x[
J],
L=
Q.material;
Q._modelViewMatrix.multiplyMatrices(
I.matrixWorldInverse,
Q.matrixWorld);
Q.z=-
Q._modelViewMatrix.elements[14]}
x.sort(
w);
I=[];
J=0;
for(
E=
x.length;
J<
E;
J++)
Q=
x[
J],
L=
Q.material,
u.uniform1f(
s,
L.alphaTest),
u.uniformMatrix4fv(
h,!1,
Q._modelViewMatrix.elements),
I[0]=
Q.scale.x,
I[1]=
Q.scale.y,
Q=0,
C.fog&&
L.fog&&(
Q=
O),
P!==
Q&&(
u.uniform1i(
l,
Q),
P=
Q),
818null!==
L.map?(
u.uniform2f(
a,
L.map.offset.x,
L.map.offset.y),
u.uniform2f(
b,
L.map.repeat.x,
L.map.repeat.y)):(
u.uniform2f(
a,0,0),
u.uniform2f(
b,1,1)),
u.uniform1f(
g,
L.opacity),
u.uniform3f(
e,
L.color.r,
L.color.g,
L.color.b),
u.uniform1f(
c,
L.rotation),
u.uniform2fv(
d,
I),
D.setBlending(
L.blending,
L.blendEquation,
L.blendSrc,
L.blendDst),
D.setDepthTest(
L.depthTest),
D.setDepthWrite(
L.depthWrite),
L.map&&
L.map.image&&
L.map.image.width?
D.setTexture(
L.map,0):
D.setTexture(
A,0),
u.drawElements(
u.TRIANGLES,6,
u.UNSIGNED_SHORT,
8190);
u.enable(
u.CULL_FACE)}}};
820THREE.DepthPassPlugin=
function(){
function a(
b,
c,
d){
if(
c.visible){
var e=
b.__webglObjects[
c.id];
if(
e&&(!1===
c.frustumCulled||!0===
h.intersectsObject(
c)))
for(
var f=0,
g=
e.length;
f<
g;
f++){
var k=
e[
f];
c._modelViewMatrix.multiplyMatrices(
d.matrixWorldInverse,
c.matrixWorld);
l.push(
k)}
f=0;
for(
g=
c.children.length;
f<
g;
f++)
a(
b,
c.children[
f],
d)}}this.
enabled=!1;this.
renderTarget=
null;
var b,
c,
d,
e,
f,
g,h=
new THREE.Frustum,
k=
new THREE.Matrix4,
l=[];this.
init=
function(
a){b=
a.context;
c=
a;
a=
THREE.ShaderLib.depthRGBA;
var h=
821THREE.UniformsUtils.clone(
a.uniforms);
d=
new THREE.ShaderMaterial({
fragmentShader:
a.fragmentShader,
vertexShader:
a.vertexShader,
uniforms:
h});
e=
new THREE.ShaderMaterial({
fragmentShader:
a.fragmentShader,
vertexShader:
a.vertexShader,
uniforms:
h,
morphTargets:!0});
f=
new THREE.ShaderMaterial({
fragmentShader:
a.fragmentShader,
vertexShader:
a.vertexShader,
uniforms:
h,
skinning:!0});
g=
new THREE.ShaderMaterial({
fragmentShader:
a.fragmentShader,
vertexShader:
a.vertexShader,
uniforms:
h,
morphTargets:!0,
skinning:!0});
d._shadowPass=
822!0;
e._shadowPass=!0;
f._shadowPass=!0;
g._shadowPass=!0};this.
render=
function(
a,
b){this.
enabled&&this.
update(a,
b)};this.
update=
function(
n,
q){
var r,
t,
s,
p,
v;b.clearColor(1,1,1,1);
b.disable(
b.BLEND);
c.setDepthTest(!0);!0===
n.autoUpdate&&
n.updateMatrixWorld();
q.matrixWorldInverse.getInverse(
q.matrixWorld);
k.multiplyMatrices(
q.projectionMatrix,
q.matrixWorldInverse);
h.setFromMatrix(
k);
c.setRenderTarget(this.
renderTarget);c.clear();
l.length=0;
a(
n,
n,
q);
var w;
r=0;
for(
t=
l.length;
r<
t;
r++)
s=
l[
r],
v=
s.object,
s=
s.buffer,
823v instanceof THREE.PointCloud&&!
v.customDepthMaterial||((
w=
v.material
instanceof THREE.MeshFaceMaterial?
v.material.materials[0]:
v.material)&&
c.setMaterialFaces(
v.material),
p=
void 0!==
v.geometry.morphTargets&&0<
v.geometry.morphTargets.length&&
w.morphTargets,
w=
v instanceof THREE.SkinnedMesh&&
w.skinning,
p=
v.customDepthMaterial?
v.customDepthMaterial:
w?
p?
g:
f:
p?
e:
d,
s instanceof THREE.BufferGeometry?
c.renderBufferDirect(
q,
n.__lights,
null,
p,
s,
v):
c.renderBuffer(
q,
n.__lights,
null,
p,
s,
v));
p=
n.__webglObjectsImmediate;
824r=0;
for(
t=
p.length;
r<
t;
r++)
s=
p[
r],
v=
s.object,
v.visible&&(
v._modelViewMatrix.multiplyMatrices(
q.matrixWorldInverse,
v.matrixWorld),
c.renderImmediateObject(
q,
n.__lights,
null,
d,
v));
r=
c.getClearColor();
t=
c.getClearAlpha();
b.clearColor(
r.r,
r.g,
r.b,
t);
b.enable(
b.BLEND)}};
825THREE.ShaderFlares={
lensFlareVertexTexture:{
vertexShader:
"uniform lowp int renderType;\nuniform vec3 screenPosition;\nuniform vec2 scale;\nuniform float rotation;\nuniform sampler2D occlusionMap;\nattribute vec2 position;\nattribute vec2 uv;\nvarying vec2 vUV;\nvarying float vVisibility;\nvoid main() {\nvUV = uv;\nvec2 pos = position;\nif( renderType == 2 ) {\nvec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );\nvisibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );\nvisibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );\nvisibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );\nvisibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );\nvisibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );\nvisibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );\nvisibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );\nvisibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );\nvVisibility = visibility.r / 9.0;\nvVisibility *= 1.0 - visibility.g / 9.0;\nvVisibility *= visibility.b / 9.0;\nvVisibility *= 1.0 - visibility.a / 9.0;\npos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;\npos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;\n}\ngl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );\n}",
fragmentShader:
"uniform lowp int renderType;\nuniform sampler2D map;\nuniform float opacity;\nuniform vec3 color;\nvarying vec2 vUV;\nvarying float vVisibility;\nvoid main() {\nif( renderType == 0 ) {\ngl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );\n} else if( renderType == 1 ) {\ngl_FragColor = texture2D( map, vUV );\n} else {\nvec4 texture = texture2D( map, vUV );\ntexture.a *= opacity * vVisibility;\ngl_FragColor = texture;\ngl_FragColor.rgb *= color;\n}\n}"},
826lensFlare:{
vertexShader:
"uniform lowp int renderType;\nuniform vec3 screenPosition;\nuniform vec2 scale;\nuniform float rotation;\nattribute vec2 position;\nattribute vec2 uv;\nvarying vec2 vUV;\nvoid main() {\nvUV = uv;\nvec2 pos = position;\nif( renderType == 2 ) {\npos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;\npos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;\n}\ngl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );\n}",
827fragmentShader:
"precision mediump float;\nuniform lowp int renderType;\nuniform sampler2D map;\nuniform sampler2D occlusionMap;\nuniform float opacity;\nuniform vec3 color;\nvarying vec2 vUV;\nvoid main() {\nif( renderType == 0 ) {\ngl_FragColor = vec4( texture2D( map, vUV ).rgb, 0.0 );\n} else if( renderType == 1 ) {\ngl_FragColor = texture2D( map, vUV );\n} else {\nfloat visibility = texture2D( occlusionMap, vec2( 0.5, 0.1 ) ).a;\nvisibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) ).a;\nvisibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) ).a;\nvisibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) ).a;\nvisibility = ( 1.0 - visibility / 4.0 );\nvec4 texture = texture2D( map, vUV );\ntexture.a *= opacity * visibility;\ngl_FragColor = texture;\ngl_FragColor.rgb *= color;\n}\n}"}};
OpenLayers Bounds fromArray
OpenLayers Layer Google cache
OpenLayers Feature Vector style
OpenLayers Layer Google v2
OpenLayers Format XML document
OpenLayers Format WFST v1
THREE Gyroscope prototype translationWorld
THREE Path prototype fromPoints
THREE Shape prototype extractAllSpacedPoints
THREE ArrowHelper prototype setLength
THREE Path prototype absellipse
THREE ShaderChunk envmap_vertex
THREE Camera prototype lookAt
THREE ShaderChunk lights_phong_pars_vertex
THREE Gyroscope prototype scaleWorld
THREE ShaderChunk morphnormal_vertex
THREE ShaderChunk envmap_pars_vertex
THREE Animation prototype keyTypes
THREE Curve prototype getUtoTmapping
THREE CurvePath prototype getCurveLengths
THREE ShaderChunk map_pars_vertex
THREE ShaderChunk color_fragment
THREE ShaderChunk defaultnormal_vertex
THREE ShaderChunk lightmap_vertex
THREE ShaderChunk color_vertex
THREE ShaderChunk envmap_pars_fragment
THREE Bone prototype updateMatrixWorld
THREE CurvePath prototype getBoundingBox
THREE ShaderChunk morphtarget_vertex
THREE Animation prototype getPrevKeyWith
THREE SubtractiveBlending
THREE ShaderChunk logdepthbuf_pars_fragment
THREE Animation prototype stop
THREE ShaderChunk specularmap_pars_fragment
THREE ArrowHelper prototype setDirection
THREE ShaderChunk map_fragment
THREE ShaderChunk alphamap_pars_fragment
THREE Triangle barycoordFromPoint
THREE ShaderChunk morphtarget_pars_vertex
THREE ShaderChunk skinbase_vertex
THREE ShaderChunk lightmap_pars_vertex
THREE MorphBlendMesh prototype setAnimationWeight
THREE ShaderChunk logdepthbuf_fragment
THREE Triangle containsPoint
THREE Curve prototype getLengths
THREE Mesh prototype updateMorphTargets
THREE ShaderChunk lightmap_fragment
THREE Camera prototype clone
THREE ShaderChunk lights_phong_pars_fragment
THREE ShaderChunk skinnormal_vertex
THREE ShaderChunk lightmap_pars_fragment
THREE DirectionalLightHelper prototype dispose
THREE ShaderChunk color_pars_fragment
THREE PointCloud prototype raycast
THREE ShaderChunk skinning_pars_vertex
THREE ShaderChunk fog_pars_fragment
THREE Curve prototype getLength
THREE Animation prototype getNextKeyWith
THREE Path prototype absarc
THREE ShaderChunk normalmap_pars_fragment
THREE ShaderChunk color_pars_vertex
THREE CurvePath prototype getTransformedPoints
THREE Curve prototype getPoint
THREE ShaderChunk map_vertex
THREE ShaderChunk alphatest_fragment
THREE ExtrudeGeometry prototype addShape
THREE ShaderChunk bumpmap_pars_fragment
THREE SkinnedMesh prototype bind
THREE Scene prototype __addObject
THREE ShaderChunk envmap_fragment
THREE Shape prototype extractAllPoints
THREE Sprite prototype updateMatrix
THREE ShaderChunk logdepthbuf_vertex
THREE ExtrudeGeometry prototype addShapeList
THREE ShaderChunk linear_to_gamma_fragment
THREE MorphAnimMesh prototype setFrameRange
THREE Gyroscope prototype translationObject
THREE Scene prototype __removeObject
THREE OrthographicCamera prototype updateProjectionMatrix
THREE ShaderChunk map_pars_fragment
THREE ShaderChunk worldpos_vertex
THREE Curve prototype getPoints
THREE Gyroscope prototype scaleObject
THREE ShaderChunk specularmap_fragment
THREE Shape prototype getPointsHoles
THREE LOD prototype getObjectForDistance
THREE MorphBlendMesh prototype createAnimation
THREE SkeletonHelper prototype getBoneList
THREE Path prototype lineTo
THREE CurvePath prototype getTransformedSpacedPoints
THREE ShaderChunk shadowmap_pars_fragment
THREE JSONLoader prototype loadAjaxJSON
THREE ShaderChunk alphamap_fragment
THREE JSONLoader prototype parse
THREE ShaderChunk shadowmap_fragment
THREE Shape prototype getSpacedPointsHoles
THREE SkinnedMesh prototype normalizeSkinWeights
THREE ShaderChunk lights_phong_vertex
THREE ShaderChunk fog_fragment
THREE CurvePath prototype createGeometry
THREE ShaderChunk default_vertex
THREE Animation prototype reset
THREE ShaderChunk shadowmap_pars_vertex
THREE Curve prototype getSpacedPoints
THREE Curve prototype getTangent
THREE Gyroscope prototype quaternionObject
THREE Animation prototype play
THREE Path prototype moveTo
THREE ShaderChunk lights_phong_fragment
THREE ShaderChunk logdepthbuf_pars_vertex
THREE ShaderChunk shadowmap_vertex
THREE CurvePath prototype add
THREE JSONLoader prototype load
THREE Gyroscope prototype quaternionWorld
THREE Skeleton prototype update
THREE CurvePath prototype getWrapPoints
THREE RenderableVertex prototype copy
THREE ShaderChunk skinning_vertex
THREE Skeleton prototype calculateInverses